decorate.txt 118 KB

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  1. #include "actors/torch.txt"
  2. #include "actors/sfx_water.txt"
  3. #include "actors/sfx_rain.txt"
  4. #include "actors/sfx_snow.txt"
  5. /////////////////////////////////////////////////////////////////////////////////////////////
  6. //////////////////////////////////////////////////SIMPLE DECORATIONS/////////////////////////
  7. /////////////////////////////////////////////////////////////////////////////////////////////
  8. ///////////////
  9. // FAKE GOAL //
  10. ///////////////
  11. actor FakeGoalBase
  12. {
  13. DamageFactor "MarineAlly",0
  14. DamageFactor "CoreFriendly",0
  15. DamageFactor "BossFactor",0
  16. DamageFactor "BFGSplash",0
  17. DamageFactor "Stunner",0
  18. DamageFactor "Cyber2Factor",0.5
  19. DamageFactor "STBoss",0.02
  20. DamageFactor "STBossFactor",0.25
  21. DamageFactor "Animate",0.1
  22. radius 40
  23. height 40
  24. mass 0x7fffffff
  25. scale 0.3
  26. DeathSound "weapons/rocklx"
  27. RenderStyle Add
  28. +SHOOTABLE
  29. +SOLID
  30. +NOGRAVITY
  31. +NOBLOOD
  32. +DONTSPLASH
  33. +FRIENDLY
  34. States
  35. {
  36. Spawn:
  37. TRGT A 1 A_SpawnItemEx("FakeGoalSparks",0,0,20,random(-3,3),random(-3,3),random(-3,3),0,SXF_TRANSFERTRANSLATION)
  38. loop
  39. Death:
  40. TNT1 A 1 A_Scream
  41. stop
  42. }
  43. }
  44. actor FakeGoalSparks
  45. {
  46. +CLIENTSIDEONLY
  47. +Missile
  48. +NoBlockmap
  49. +NoGravity
  50. +NoInteraction
  51. Radius 1
  52. Height 1
  53. RenderStyle Add
  54. Alpha 0
  55. Scale 0.1
  56. States
  57. {
  58. Spawn:
  59. TNT1 A 8
  60. FGST ABCD 3 A_FadeIn(0.25)
  61. Death:
  62. FGST ABCD 3 A_FadeOut(0.1)
  63. loop
  64. }
  65. }
  66. actor Goal_Red : FakeGoalBase 13004
  67. {
  68. //$Category Stronghold
  69. Translation "80:111=170:191"
  70. States
  71. {
  72. Death:
  73. TNT1 A 0 ACS_ExecuteAlways(926,0,1)
  74. Goto Super::Death
  75. }
  76. }
  77. actor Goal_Orange : FakeGoalBase 13005
  78. {
  79. //$Category Stronghold
  80. Translation "80:111=209:223"
  81. States
  82. {
  83. Death:
  84. TNT1 A 0 ACS_ExecuteAlways(926,0,2)
  85. Goto Super::Death
  86. }
  87. }
  88. actor Goal_Blue : FakeGoalBase 13006
  89. {
  90. //$Category Stronghold
  91. Translation "80:111=192:207"
  92. States
  93. {
  94. Death:
  95. TNT1 A 0 ACS_ExecuteAlways(926,0,3)
  96. Goto Super::Death
  97. }
  98. }
  99. actor Goal_Green : FakeGoalBase 13007
  100. {
  101. //$Category Stronghold
  102. Translation "80:111=112:127"
  103. States
  104. {
  105. Death:
  106. TNT1 A 0 ACS_ExecuteAlways(926,0,4)
  107. Goto Super::Death
  108. }
  109. }
  110. actor Goal_White : FakeGoalBase 13008
  111. {
  112. //$Category Stronghold
  113. States
  114. {
  115. Death:
  116. TNT1 A 0 ACS_ExecuteAlways(926,0,5)
  117. Goto Super::Death
  118. }
  119. }
  120. /////////////////////////////
  121. // THUNDER by TORMENTOR667 //
  122. /////////////////////////////
  123. actor Thunder_Generator : SwitchableDecoration 3198
  124. {
  125. //$Category Stronghold_SFX
  126. +NoBlockMap
  127. +NoGravity
  128. +NoInteraction
  129. +NoClip
  130. +CLIENTSIDEONLY
  131. Renderstyle Add
  132. Height 1
  133. Radius 1
  134. Alpha 0.2
  135. Scale 4.0
  136. translation "80:111=48:79"
  137. states
  138. {
  139. Spawn:
  140. Active:
  141. TNT1 A 0
  142. TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Thunder_Spark",0,0,0,random(1,10),0,random(1,10),random(0,359),1)
  143. THND AAAA 1 Bright A_FadeIn(0.2)
  144. THND AAAA 2 Bright A_FadeOut(0.2)
  145. TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("Thunder_Smoke",0,0,0,random(0,3),0,random(2,3),random(0,359))
  146. Inactive:
  147. TNT1 A -1
  148. Loop
  149. }
  150. }
  151. Actor Thunder_Smoke
  152. {
  153. +CLIENTSIDEONLY
  154. Height 2
  155. Radius 1
  156. +Missile
  157. +NoGravity
  158. +NoInteraction
  159. +NoBlockmap
  160. RenderStyle Translucent
  161. Alpha .5
  162. Scale .65
  163. States
  164. {
  165. Spawn:
  166. SMK1 IHGFEEDDCCBBBBAAAAAA 2 A_FadeOut(0.05)
  167. Stop
  168. }
  169. }
  170. Actor Thunder_Spark
  171. {
  172. +CLIENTSIDEONLY
  173. Speed 3
  174. Height 2
  175. Radius 1
  176. Mass 0
  177. +Missile +LowGravity
  178. RenderStyle Add
  179. Scale 0.4
  180. States
  181. {
  182. Spawn:
  183. TNT1 A 0
  184. SPRK A 1 A_Jump(80,4)
  185. SPRK A 1 A_Jump(80,4)
  186. SPRK A 1 A_Jump(80,4)
  187. SPRK AAAA 32 Bright
  188. Death:
  189. SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)
  190. Stop
  191. }
  192. }
  193. /////////////////////////////
  194. // SKYBEAM by Tormentor667 //
  195. /////////////////////////////
  196. actor Skybeam_Projectile
  197. {
  198. +CLIENTSIDEONLY
  199. Height 32
  200. Radius 32
  201. Mass 0
  202. +Missile
  203. +Nogravity
  204. RenderStyle Add
  205. YScale 2.0
  206. Alpha 0.8
  207. States
  208. {
  209. Spawn:
  210. SKBP A 60 Bright
  211. Death:
  212. SKBP A 1 Bright A_FadeOut(0.05)
  213. Wait
  214. }
  215. }
  216. actor Skybeam_ProjectileSmall : Skybeam_Projectile
  217. {
  218. XScale 0.2
  219. YScale 0.1
  220. Alpha 0.6
  221. }
  222. actor IonCannon_Beam : Thunder_Generator 11923
  223. {
  224. //$Category Stronghold_SFX
  225. XScale 1.5
  226. YScale 4.0
  227. Alpha 0.01
  228. states
  229. {
  230. Spawn:
  231. Active:
  232. TNT1 A 0
  233. TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Thunder_Spark",0,0,0,random(1,10),0,random(1,10),random(0,359),129)
  234. SKBM AAAAA 1 Bright A_FadeIn(0.2)
  235. SKBM A 1 Bright A_SpawnItemEx("Skybeam_Projectile",0,0,0,0,0,30)
  236. SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("Skybeam_ProjectileSmall",random(-32,32),random(-32,32),0,0,0,random(15,25),0)
  237. SKBM A 1 Bright A_SpawnItemEx("Skybeam_Projectile",0,0,0,0,0,30)
  238. SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("Skybeam_ProjectileSmall",random(-32,32),random(-32,32),0,0,0,random(15,25),0)
  239. SKBM A 1 Bright A_SpawnItemEx("Skybeam_Projectile",0,0,0,0,0,30)
  240. SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("Skybeam_ProjectileSmall",random(-32,32),random(-32,32),0,0,0,random(15,25),0)
  241. SKBM A 1 Bright A_SpawnItemEx("Skybeam_Projectile",0,0,0,0,0,30)
  242. SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("Skybeam_ProjectileSmall",random(-32,32),random(-32,32),0,0,0,random(15,25),0)
  243. SKBM A 1 Bright A_SpawnItemEx("Skybeam_Projectile",0,0,0,0,0,30)
  244. SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("Skybeam_ProjectileSmall",random(-32,32),random(-32,32),0,0,0,random(15,25),0)
  245. SKBM A 30 Bright
  246. SKBM AAAAAAAAA 5 Bright A_FadeOut(0.1)
  247. Inactive:
  248. TNT1 A -1
  249. Loop
  250. }
  251. }
  252. actor IonCannon_Beam_XXL : IonCannon_Beam 11924
  253. {
  254. //$Category Stronghold_SFX
  255. XScale 2.75
  256. YScale 4.0
  257. }
  258. //////////////////////////////
  259. // RADIOACTIVE WASTE SHOWER //
  260. // by Tormentor667 ///////////
  261. //////////////////////////////
  262. Actor BaseWasteShower01
  263. {
  264. +Missile
  265. +NoBlockmap
  266. +NoGravity
  267. Radius 1
  268. Height 1
  269. RenderStyle Add
  270. Alpha 0.0
  271. Scale 0.2
  272. States
  273. {
  274. Spawn:
  275. BLT0 AAAAAAAAAAAAAAAAAAAA 3 A_FadeIn(0.05)
  276. BLT0 A 50
  277. BLT0 AAAAAAAAAAAAAAAAAAAA 3 A_FadeOut(0.05)
  278. Death:
  279. BLT0 A 1 A_FadeOut
  280. Wait
  281. }
  282. }
  283. actor Radioactive_Shower 3197
  284. {
  285. //$Category Stronghold_SFX
  286. +NoBlockMap
  287. +NoGravity
  288. +NoSector
  289. +NoInteraction
  290. +NoClip
  291. +CLIENTSIDEONLY
  292. +SPAWNCEILING
  293. states
  294. {
  295. Spawn:
  296. Active:
  297. TNT1 A 0
  298. TNT1 A 5 A_SpawnItemEx ("BaseWasteShower01",random(1024,-1024),random(1024,-1024),random(0,-512),random(5,20),0,random(-2,-10),random(0,359),129)
  299. Loop
  300. Inactive:
  301. TNT1 A -1
  302. Loop
  303. }
  304. }
  305. ////////////////////////////////////////
  306. // PORTAL EFFECT ///////////////////////
  307. // by Tormentor667 /////////////////////
  308. ////////////////////////////////////////
  309. Actor BaseParticle
  310. {
  311. +Missile
  312. +NoBlockmap
  313. +NoGravity
  314. Radius 64
  315. Height 64
  316. RenderStyle Add
  317. Alpha 0.1
  318. Scale 0.1
  319. States
  320. {
  321. Spawn:
  322. STEM LLLLLLLLLL 5 Bright A_FadeIn(0.05)
  323. STEM L -1 Bright
  324. Stop
  325. Death:
  326. STEM L 1 Bright A_FadeOut(0.05)
  327. Wait
  328. }
  329. }
  330. actor Portal_ParticleLeecher 3194
  331. {
  332. //$Category Stronghold_SFX
  333. +NoBlockMap
  334. +NoGravity
  335. +NoSector
  336. +NoInteraction
  337. +NoClip
  338. +CLIENTSIDEONLY
  339. translation "80:111=48:79"
  340. states
  341. {
  342. Spawn:
  343. Active:
  344. TNT1 A 0
  345. TNT1 A 5 A_SpawnItemEx ("BaseParticle",random(256,-256),random(0,0),random(0,512),random(2,20),0,0,random(10,-10),129)
  346. Loop
  347. Inactive:
  348. TNT1 A -1
  349. Loop
  350. }
  351. }
  352. ////////////////////////////////////////
  353. // DESERT CLOUDS & STORM ////// ////////
  354. // by Tormentor667 //////START//////////
  355. ////////////////////////////////////////
  356. Actor BaseCloud
  357. {
  358. +Missile
  359. +NoBlockmap
  360. +NoGravity
  361. Radius 64
  362. Height 64
  363. RenderStyle Add
  364. Alpha 0.1
  365. Scale 4.0
  366. States
  367. {
  368. Spawn:
  369. CLFX AAAAA 3 A_FadeIn(0.1)
  370. CLFX A 400 Bright
  371. Death:
  372. CLFX A 1 A_FadeOut(0.033)
  373. Wait
  374. }
  375. }
  376. actor Desert_Sandstorm_CloudGen 3199
  377. {
  378. //$Category Stronghold_SFX
  379. +NoBlockMap
  380. +NoGravity
  381. +NoSector
  382. +NoInteraction
  383. +NoClip
  384. +CLIENTSIDEONLY
  385. translation "80:111=48:79","3:3=74:74","5:8=[40,21,12]:[12,6,3]"
  386. states
  387. {
  388. Spawn:
  389. Active:
  390. TNT1 A 0
  391. TNT1 A 30 A_SpawnItemEx ("BaseCloud",random(512,-512),random(128,-128),random(0,128),random(5,15),0,0,random(3,-3),129,208)
  392. Loop
  393. Inactive:
  394. TNT1 A -1
  395. Loop
  396. }
  397. }
  398. Actor BaseSandParticle
  399. {
  400. +Missile
  401. +NoBlockmap
  402. +NoGravity
  403. Radius 1
  404. Height 1
  405. RenderStyle Translucent
  406. Alpha 0.5
  407. States
  408. {
  409. Spawn:
  410. DSFX A 500 Bright
  411. Stop
  412. }
  413. }
  414. actor Desert_Sandstorm_ParticleGen 3201
  415. {
  416. //$Category Stronghold_SFX
  417. +NoBlockMap
  418. +NoGravity
  419. +NoSector
  420. +NoInteraction
  421. +NoClip
  422. +CLIENTSIDEONLY
  423. translation "80:111=48:79"
  424. states
  425. {
  426. Spawn:
  427. Active:
  428. TNT1 A 0
  429. TNT1 A 3 A_SpawnItemEx ("BaseSandParticle",random(512,-512),random(128,-128),random(0,128),random(10,20),0,0,random(3,-3),129,0)
  430. Loop
  431. Inactive:
  432. TNT1 A -1
  433. Loop
  434. }
  435. }
  436. actor Desert_Whitesmoke_CloudGen 2999
  437. {
  438. //$Category Stronghold_SFX
  439. +NoBlockMap
  440. +NoGravity
  441. +NoSector
  442. +NoInteraction
  443. +NoClip
  444. +CLIENTSIDEONLY
  445. states
  446. {
  447. Spawn:
  448. Active:
  449. TNT1 A 0
  450. TNT1 A 50 A_SpawnItemEx ("White_Cloud",random(512,-512),random(128,-128),random(0,128),random(5,15),0,0,random(3,-3),129,192)
  451. Loop
  452. Inactive:
  453. TNT1 A -1
  454. Loop
  455. }
  456. }
  457. Actor White_Cloud 2998
  458. {
  459. +Missile
  460. +NoBlockmap
  461. +NoGravity
  462. +NoInteraction
  463. Radius 64
  464. Height 64
  465. RenderStyle Add
  466. Alpha 0.1
  467. Scale 4.0
  468. States
  469. {
  470. Spawn:
  471. CLFX AA 3 A_FadeIn(0.1)
  472. CLFX A 1
  473. wait
  474. Death:
  475. CLFX A 1 A_FadeOut(0.01)
  476. Wait
  477. }
  478. }
  479. ////////////////////////////////////////
  480. // POWERUP POD STRING FOUNTAINS ////////
  481. // by Tormentor667 //////START//////////
  482. ////////////////////////////////////////
  483. Actor BaseLine
  484. {
  485. +CLIENTSIDEONLY
  486. +Missile
  487. +NoGravity
  488. +NoBlockmap
  489. +NoInteraction
  490. Radius 0
  491. Height 0
  492. RenderStyle Add
  493. Alpha 0.01
  494. Scale 0.37
  495. States
  496. {
  497. Spawn:
  498. SPFX AAAAA 1 Bright A_FadeIn(0.2)
  499. SPFX A 1 Bright A_FadeOut(0.06)
  500. Wait
  501. }
  502. }
  503. actor WhiteParticleGenerator_64x64 3551
  504. {
  505. //$Category Stronghold_PowerUpPads
  506. +NoBlockMap
  507. +NoGravity
  508. +NoSector
  509. +NoInteraction
  510. +NoClip
  511. +CLIENTSIDEONLY
  512. states
  513. {
  514. Spawn:
  515. Active:
  516. TNT1 A 0
  517. TNT1 A 1 A_SpawnItemEx ("BaseLine",random(-32,32),random(-32,32),random(0,8),0,0,random(1,3),0,1)
  518. Loop
  519. Inactive:
  520. TNT1 A -1
  521. Loop
  522. }
  523. }
  524. actor BlueParticleGenerator_64x64 : WhiteParticleGenerator_64x64 193
  525. {
  526. //$Category Stronghold_PowerUpPads
  527. translation "80:111=196:207"
  528. }
  529. actor GreenParticleGenerator_64x64 : WhiteParticleGenerator_64x64 192
  530. {
  531. //$Category Stronghold_PowerUpPads
  532. translation "80:111=112:127"
  533. }
  534. actor RedParticleGenerator_64x64 : WhiteParticleGenerator_64x64 194
  535. {
  536. //$Category Stronghold_PowerUpPads
  537. translation "80:111=176:191"
  538. }
  539. actor OrangeParticleGenerator_64x64 : WhiteParticleGenerator_64x64 195
  540. {
  541. //$Category Stronghold_PowerUpPads
  542. translation "80:111=214:223"
  543. }
  544. /////////////////////////////////////////////////////////////////////////////////7
  545. Actor BasePointer
  546. {
  547. +Missile
  548. +NoGravity
  549. +NoBlockmap
  550. +NoInteraction
  551. Radius 0
  552. Height 0
  553. RenderStyle Add
  554. Alpha 0.01
  555. Scale 0.2
  556. States
  557. {
  558. Spawn:
  559. PNTR AAAAA 1 A_FadeIn(0.2)
  560. PNTR A 1 A_FadeOut(0.06)
  561. Wait
  562. }
  563. }
  564. Actor Pointer_Middle : BasePointer
  565. {
  566. scale 0.34
  567. }
  568. Actor Pointer_Large : BasePointer
  569. {
  570. scale 0.60
  571. }
  572. actor JumpPadIndicator_64x64 : WhiteParticleGenerator_64x64 196
  573. {
  574. //$Category Stronghold_PowerUpPads
  575. +NoBlockMap
  576. +NoGravity
  577. +NoSector
  578. +NoInteraction
  579. +NoClip
  580. +CLIENTSIDEONLY
  581. states
  582. {
  583. Spawn:
  584. Active:
  585. TNT1 A 0
  586. TNT1 AAA 5 A_SpawnItemEx ("BasePointer",random(-32,32),random(-32,32),random(0,8),0,0,random(1,3),0,129,0)
  587. TNT1 A 5 A_SpawnItemEx ("Pointer_Middle",random(-32,32),random(-32,32),random(0,8),0,0,random(1,3),0,129,0)
  588. TNT1 AAA 5 A_SpawnItemEx ("BasePointer",random(-32,32),random(-32,32),random(0,8),0,0,random(1,3),0,129,0)
  589. TNT1 A 5 A_SpawnItemEx ("Pointer_Large",random(-32,32),random(-32,32),random(0,8),0,0,random(1,3),0,129,0)
  590. TNT1 AAA 5 A_SpawnItemEx ("BasePointer",random(-32,32),random(-32,32),random(0,8),0,0,random(1,3),0,129,0)
  591. TNT1 A 5 A_SpawnItemEx ("Pointer_Middle",random(-32,32),random(-32,32),random(0,8),0,0,random(1,3),0,129,0)
  592. Loop
  593. Inactive:
  594. TNT1 A -1
  595. Loop
  596. }
  597. }
  598. ////////////////////////////////////////
  599. // POWERUP POD STRING FOUNTAINS ////////
  600. // by Tormentor667 //////END////////////
  601. ////////////////////////////////////////
  602. /////////////////////////////////////////
  603. /// SPECIAL EFFECTS by SOLARSNOWFALL ////
  604. /////////////////START///////////////////
  605. /////////////////////////////////////////
  606. Actor Drop_B1A
  607. {
  608. Speed 5
  609. Height 2
  610. Radius 1
  611. Mass 5
  612. +Missile +LowGravity +DontSplash
  613. Mass 0
  614. RenderStyle Add
  615. Scale 0.25
  616. States
  617. {
  618. Spawn:
  619. DROP A -1
  620. Loop
  621. Death:
  622. DROP A 1 A_FadeOut
  623. Loop
  624. }
  625. }
  626. Actor Drop_B1B : Drop_B1A
  627. {
  628. Scale 0.23
  629. }
  630. Actor Drop_B1C : Drop_B1A
  631. {
  632. Scale 0.2
  633. }
  634. Actor Drop_B2A : Drop_B1A
  635. {
  636. Speed 4
  637. }
  638. Actor Drop_B2B : Drop_B1A
  639. {
  640. Scale 0.23
  641. Speed 4
  642. }
  643. Actor Drop_B2C : Drop_B1A
  644. {
  645. Scale 0.2
  646. Speed 4
  647. }
  648. Actor Drop_B3A : Drop_B1A
  649. {
  650. Speed 3
  651. }
  652. Actor Drop_B3B : Drop_B1A
  653. {
  654. Scale 0.23
  655. Speed 3
  656. }
  657. Actor Drop_B3C : Drop_B1A
  658. {
  659. Scale 0.2
  660. Speed 3
  661. }
  662. Actor Liquid_Fountain_B1A : SwitchableDecoration 20024
  663. {
  664. //$Category Stronghold_SFX
  665. Height 2
  666. Radius 0
  667. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  668. States
  669. {
  670. Spawn:
  671. Active:
  672. TNT1 A 0
  673. TNT1 A 0 A_Jump(192,2)
  674. TNT1 A 1 A_CustomMissile("Drop_B1A",0,0,random(0,360),2,random(45,135))
  675. Loop
  676. TNT1 A 0 A_Jump(128,2)
  677. TNT1 A 1 A_CustomMissile("Drop_B1B",0,0,random(0,360),2,random(45,135))
  678. Loop
  679. TNT1 A 1 A_CustomMissile("Drop_B1C",0,0,random(0,360),2,random(45,135))
  680. Loop
  681. Inactive:
  682. TNT1 A 1
  683. Loop
  684. }
  685. }
  686. Actor Liquid_Fountain_B1B : SwitchableDecoration 20025
  687. {
  688. //$Category Stronghold_SFX
  689. Height 2
  690. Radius 0
  691. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  692. States
  693. {
  694. Spawn:
  695. Active:
  696. TNT1 A 0
  697. TNT1 A 0 A_Jump(192,2)
  698. TNT1 A 1 A_CustomMissile("Drop_B1A",0,0,random(0,360),2,random(68,112))
  699. Loop
  700. TNT1 A 0 A_Jump(128,2)
  701. TNT1 A 1 A_CustomMissile("Drop_B1B",0,0,random(0,360),2,random(68,112))
  702. Loop
  703. TNT1 A 1 A_CustomMissile("Drop_B1C",0,0,random(0,360),2,random(68,112))
  704. Loop
  705. Inactive:
  706. TNT1 A 1
  707. Loop
  708. }
  709. }
  710. Actor Liquid_Fountain_B1C : SwitchableDecoration 20026
  711. {
  712. //$Category Stronghold_SFX
  713. Height 2
  714. Radius 0
  715. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  716. States
  717. {
  718. Spawn:
  719. Active:
  720. TNT1 A 0
  721. TNT1 A 0 A_Jump(192,2)
  722. TNT1 A 1 A_CustomMissile("Drop_B1A",0,0,random(0,360),2,random(81,101))
  723. Loop
  724. TNT1 A 0 A_Jump(128,2)
  725. TNT1 A 1 A_CustomMissile("Drop_B1B",0,0,random(0,360),2,random(81,101))
  726. Loop
  727. TNT1 A 1 A_CustomMissile("Drop_B1C",0,0,random(0,360),2,random(81,101))
  728. Loop
  729. Inactive:
  730. TNT1 A 1
  731. Loop
  732. }
  733. }
  734. Actor Liquid_Fountain_B2A : SwitchableDecoration 20027
  735. {
  736. //$Category Stronghold_SFX
  737. Height 2
  738. Radius 0
  739. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  740. States
  741. {
  742. Spawn:
  743. Active:
  744. TNT1 A 0
  745. TNT1 A 0 A_Jump(192,2)
  746. TNT1 A 1 A_CustomMissile("Drop_B2A",0,0,random(0,360),2,random(45,135))
  747. Loop
  748. TNT1 A 0 A_Jump(128,2)
  749. TNT1 A 1 A_CustomMissile("Drop_B2B",0,0,random(0,360),2,random(45,135))
  750. Loop
  751. TNT1 A 1 A_CustomMissile("Drop_B2C",0,0,random(0,360),2,random(45,135))
  752. Loop
  753. Inactive:
  754. TNT1 A 1
  755. Loop
  756. }
  757. }
  758. Actor Liquid_Fountain_B2B : SwitchableDecoration 20028
  759. {
  760. //$Category Stronghold_SFX
  761. Height 2
  762. Radius 0
  763. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  764. States
  765. {
  766. Spawn:
  767. Active:
  768. TNT1 A 0
  769. TNT1 A 0 A_Jump(192,2)
  770. TNT1 A 1 A_CustomMissile("Drop_B2A",0,0,random(0,360),2,random(68,112))
  771. Loop
  772. TNT1 A 0 A_Jump(128,2)
  773. TNT1 A 1 A_CustomMissile("Drop_B2B",0,0,random(0,360),2,random(68,112))
  774. Loop
  775. TNT1 A 1 A_CustomMissile("Drop_B2C",0,0,random(0,360),2,random(68,112))
  776. Loop
  777. Inactive:
  778. TNT1 A 1
  779. Loop
  780. }
  781. }
  782. Actor Liquid_Fountain_B2C : SwitchableDecoration 20029
  783. {
  784. //$Category Stronghold_SFX
  785. Height 2
  786. Radius 0
  787. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  788. States
  789. {
  790. Spawn:
  791. Active:
  792. TNT1 A 0
  793. TNT1 A 0 A_Jump(192,2)
  794. TNT1 A 1 A_CustomMissile("Drop_B2A",0,0,random(0,360),2,random(81,101))
  795. Loop
  796. TNT1 A 0 A_Jump(128,2)
  797. TNT1 A 1 A_CustomMissile("Drop_B2B",0,0,random(0,360),2,random(81,101))
  798. Loop
  799. TNT1 A 1 A_CustomMissile("Drop_B2C",0,0,random(0,360),2,random(81,101))
  800. Loop
  801. Inactive:
  802. TNT1 A 1
  803. Loop
  804. }
  805. }
  806. Actor Liquid_Fountain_B3A : SwitchableDecoration 20030
  807. {
  808. //$Category Stronghold_SFX
  809. Height 2
  810. Radius 0
  811. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  812. States
  813. {
  814. Spawn:
  815. Active:
  816. TNT1 A 0
  817. TNT1 A 0 A_Jump(192,2)
  818. TNT1 A 1 A_CustomMissile("Drop_B3A",0,0,random(0,360),2,random(45,135))
  819. Loop
  820. TNT1 A 0 A_Jump(128,2)
  821. TNT1 A 1 A_CustomMissile("Drop_B3B",0,0,random(0,360),2,random(45,135))
  822. Loop
  823. TNT1 A 1 A_CustomMissile("Drop_B3C",0,0,random(0,360),2,random(45,135))
  824. Loop
  825. Inactive:
  826. TNT1 A 1
  827. Loop
  828. }
  829. }
  830. Actor Liquid_Fountain_B3B : SwitchableDecoration 20031
  831. {
  832. //$Category Stronghold_SFX
  833. Height 2
  834. Radius 0
  835. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  836. States
  837. {
  838. Spawn:
  839. Active:
  840. TNT1 A 0
  841. TNT1 A 0 A_Jump(192,2)
  842. TNT1 A 1 A_CustomMissile("Drop_B3A",0,0,random(0,360),2,random(68,112))
  843. Loop
  844. TNT1 A 0 A_Jump(128,2)
  845. TNT1 A 1 A_CustomMissile("Drop_B3B",0,0,random(0,360),2,random(68,112))
  846. Loop
  847. TNT1 A 1 A_CustomMissile("Drop_B3C",0,0,random(0,360),2,random(68,112))
  848. Loop
  849. Inactive:
  850. TNT1 A 1
  851. Loop
  852. }
  853. }
  854. Actor Liquid_Fountain_B3C : SwitchableDecoration 20032
  855. {
  856. //$Category Stronghold_SFX
  857. Height 2
  858. Radius 0
  859. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  860. States
  861. {
  862. Spawn:
  863. Active:
  864. TNT1 A 0
  865. TNT1 A 0 A_Jump(192,2)
  866. TNT1 A 1 A_CustomMissile("Drop_B3A",0,0,random(0,360),2,random(81,101))
  867. Loop
  868. TNT1 A 0 A_Jump(128,2)
  869. TNT1 A 1 A_CustomMissile("Drop_B3B",0,0,random(0,360),2,random(81,101))
  870. Loop
  871. TNT1 A 1 A_CustomMissile("Drop_B3C",0,0,random(0,360),2,random(81,101))
  872. Loop
  873. Inactive:
  874. TNT1 A 1
  875. Loop
  876. }
  877. }
  878. Actor Smoke : SwitchableDecoration 20033
  879. {
  880. //$Category Stronghold_SFX
  881. Height 2
  882. Radius 1
  883. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  884. States
  885. {
  886. Spawn:
  887. Active:
  888. TNT1 A 0
  889. TNT1 A 0 A_Jump(240,2)
  890. TNT1 A 1 A_SpawnItem("SmokeA",0,0,0)
  891. Loop
  892. TNT1 A 0 A_Jump(224,2)
  893. TNT1 A 1 A_SpawnItem("SmokeB",0,0,0)
  894. Loop
  895. TNT1 A 0 A_Jump(208,2)
  896. TNT1 A 1 A_SpawnItem("SmokeC",0,0,0)
  897. Loop
  898. TNT1 A 0 A_Jump(192,2)
  899. TNT1 A 1 A_SpawnItem("SmokeD",0,0,0)
  900. Loop
  901. TNT1 A 0 A_Jump(176,2)
  902. TNT1 A 1 A_SpawnItem("SmokeE",0,0,0)
  903. Loop
  904. TNT1 A 0 A_Jump(160,2)
  905. TNT1 A 1 A_SpawnItem("SmokeF",0,0,0)
  906. Loop
  907. TNT1 A 0 A_Jump(144,2)
  908. TNT1 A 1 A_SpawnItem("SmokeG",0,0,0)
  909. Loop
  910. TNT1 A 0 A_Jump(128,2)
  911. TNT1 A 0 A_SpawnItem("SmokeH",0,0,0)
  912. Loop
  913. TNT1 A 1 A_SpawnItem("SmokeI",0,0,0)
  914. Loop
  915. Inactive:
  916. TNT1 A 1
  917. Loop
  918. }
  919. }
  920. actor Flame1A
  921. {
  922. height 2
  923. radius 1
  924. +NOGRAVITY +NOCLIP +NOBLOCKMAP +MISSILE +NOINTERACTION
  925. renderstyle Add
  926. alpha 0.8
  927. scale 0.35
  928. states
  929. {
  930. Spawn:
  931. FLM1 A 0
  932. FLM1 A 0 ThrustThingZ (0,random (2,6),0,0)
  933. FLM1 A 0 ThrustThing (random (0,255),random (0,1),0,0)
  934. FLM1 ABCDE 2 bright
  935. FLM1 F 1 bright A_SetTranslucent (0.75,1)
  936. FLM1 F 1 bright A_SetTranslucent (0.7,1)
  937. FLM1 G 1 bright A_SetTranslucent (0.65,1)
  938. FLM1 G 1 bright A_SetTranslucent (0.6,1)
  939. FLM1 H 1 bright A_SetTranslucent (0.55,1)
  940. FLM1 H 1 bright A_SetTranslucent (0.5,1)
  941. FLM1 I 1 bright A_SetTranslucent (0.45,1)
  942. FLM1 I 1 bright A_SetTranslucent (0.4,1)
  943. FLM1 J 1 bright A_SetTranslucent (0.35,1)
  944. FLM1 J 1 bright A_SetTranslucent (0.3,1)
  945. FLM1 K 1 bright A_SetTranslucent (0.25,1)
  946. FLM1 K 1 bright A_SetTranslucent (0.2,1)
  947. FLM1 L 1 bright A_SetTranslucent (0.15,1)
  948. FLM1 L 1 bright A_SetTranslucent (0.1,1)
  949. stop
  950. }
  951. }
  952. Actor Fire_1x : SwitchableDecoration 20034
  953. {
  954. //$Category Stronghold_SFX
  955. Height 2
  956. Radius 1
  957. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  958. States
  959. {
  960. Spawn:
  961. Active:
  962. TNT1 A 0
  963. TNT1 A 0 A_Jump(240,2)
  964. TNT1 A 1 A_SpawnItem("OMGFireA",0,0,0)
  965. Loop
  966. TNT1 A 0 A_Jump(224,2)
  967. TNT1 A 1 A_SpawnItem("OMGFireB",0,0,0)
  968. Loop
  969. TNT1 A 0 A_Jump(208,2)
  970. TNT1 A 1 A_SpawnItem("OMGFireC",0,0,0)
  971. Loop
  972. TNT1 A 0 A_Jump(192,2)
  973. TNT1 A 1 A_SpawnItem("OMGFireD",0,0,0)
  974. Loop
  975. TNT1 A 0 A_Jump(176,2)
  976. TNT1 A 1 A_SpawnItem("OMGFireE",0,0,0)
  977. Loop
  978. TNT1 A 0 A_Jump(160,2)
  979. TNT1 A 1 A_SpawnItem("OMGFireF",0,0,0)
  980. Loop
  981. TNT1 A 0 A_Jump(144,2)
  982. TNT1 A 1 A_SpawnItem("OMGFireG",0,0,0)
  983. Loop
  984. TNT1 A 0 A_Jump(128,2)
  985. TNT1 A 0 A_SpawnItem("OMGFireH",0,0,0)
  986. Loop
  987. TNT1 A 1 A_SpawnItem("OMGFireI",0,0,0)
  988. Loop
  989. Inactive:
  990. TNT1 A 1
  991. Loop
  992. }
  993. }
  994. actor Fire_2x : SwitchableDecoration 32701
  995. {
  996. //$Category Stronghold_SFX
  997. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  998. states
  999. {
  1000. Spawn:
  1001. Active:
  1002. TNT1 A 0
  1003. TNT1 A 0 A_Jump (216,3)
  1004. TNT1 A 1 A_SpawnItem ("Flame4A",0,0,0)
  1005. TNT1 A 0 A_SpawnItem ("Ember2",0,0,0)
  1006. loop
  1007. TNT1 A 0 A_Jump (176,2)
  1008. TNT1 A 1 A_SpawnItem ("FLame4B",0,0,0)
  1009. loop
  1010. TNT1 A 0 A_Jump (136,2)
  1011. TNT1 A 1 A_SpawnItem ("Flame5A",0,0,0)
  1012. loop
  1013. TNT1 A 0 A_Jump (96,2)
  1014. TNT1 A 1 A_SpawnItem ("Flame5B",0,0,0)
  1015. loop
  1016. TNT1 A 0 A_Jump (56,2)
  1017. TNT1 A 1 A_SpawnItem ("Flame6A",0,0,0)
  1018. loop
  1019. TNT1 A 1 A_SpawnItem ("Flame6B",0,0,0)
  1020. loop
  1021. Inactive:
  1022. TNT1 A 1
  1023. loop
  1024. }
  1025. }
  1026. actor Flame4A
  1027. {
  1028. height 2
  1029. radius 1
  1030. +NOGRAVITY +NOCLIP +NOBLOCKMAP +MISSILE +NOINTERACTION
  1031. renderstyle Add
  1032. alpha 0.8
  1033. scale 0.7
  1034. states
  1035. {
  1036. Spawn:
  1037. FLM1 A 0
  1038. FLM1 A 0 ThrustThingZ (0,random (4,12),0,0)
  1039. FLM1 A 0 ThrustThing (random (0,255),random (0,2),0,0)
  1040. FLM1 ABCDE 2 bright
  1041. FLM1 F 1 bright A_SetTranslucent (0.75,1)
  1042. FLM1 F 1 bright A_SetTranslucent (0.7,1)
  1043. FLM1 G 1 bright A_SetTranslucent (0.65,1)
  1044. FLM1 G 1 bright A_SetTranslucent (0.6,1)
  1045. FLM1 H 1 bright A_SetTranslucent (0.55,1)
  1046. FLM1 H 1 bright A_SetTranslucent (0.5,1)
  1047. FLM1 I 1 bright A_SetTranslucent (0.45,1)
  1048. FLM1 I 1 bright A_SetTranslucent (0.4,1)
  1049. FLM1 J 1 bright A_SetTranslucent (0.35,1)
  1050. FLM1 J 1 bright A_SetTranslucent (0.3,1)
  1051. FLM1 K 1 bright A_SetTranslucent (0.25,1)
  1052. FLM1 K 1 bright A_SetTranslucent (0.2,1)
  1053. FLM1 L 1 bright A_SetTranslucent (0.15,1)
  1054. FLM1 L 1 bright A_SetTranslucent (0.1,1)
  1055. stop
  1056. }
  1057. }
  1058. actor Ember2 : Flame1A
  1059. {
  1060. scale 0.1
  1061. states
  1062. {
  1063. Spawn:
  1064. EMBR A 0
  1065. EMBR A 0 ThrustThingZ (0,random (4,16),0,0)
  1066. EMBR A 0 ThrustThing (random (0,255),random (0,1),0,0)
  1067. EMBR A 64 bright
  1068. Death:
  1069. EMBR A 2 bright A_FadeOut (0.1)
  1070. loop
  1071. }
  1072. }
  1073. actor Flame4B : Flame4A
  1074. {
  1075. states
  1076. {
  1077. Spawn:
  1078. FLM2 A 0
  1079. FLM2 A 0 ThrustThingZ (0,random (4,12),0,0)
  1080. FLM2 A 0 ThrustThing (random (0,255),random (0,2),0,0)
  1081. FLM2 ABCDE 2 bright
  1082. FLM2 F 1 bright A_SetTranslucent (0.75,1)
  1083. FLM2 F 1 bright A_SetTranslucent (0.7,1)
  1084. FLM2 G 1 bright A_SetTranslucent (0.65,1)
  1085. FLM2 G 1 bright A_SetTranslucent (0.6,1)
  1086. FLM2 H 1 bright A_SetTranslucent (0.55,1)
  1087. FLM2 H 1 bright A_SetTranslucent (0.5,1)
  1088. FLM2 I 1 bright A_SetTranslucent (0.45,1)
  1089. FLM2 I 1 bright A_SetTranslucent (0.4,1)
  1090. FLM2 J 1 bright A_SetTranslucent (0.35,1)
  1091. FLM2 J 1 bright A_SetTranslucent (0.3,1)
  1092. FLM2 K 1 bright A_SetTranslucent (0.25,1)
  1093. FLM2 K 1 bright A_SetTranslucent (0.2,1)
  1094. FLM2 L 1 bright A_SetTranslucent (0.15,1)
  1095. FLM2 L 1 bright A_SetTranslucent (0.1,1)
  1096. stop
  1097. }
  1098. }
  1099. actor Flame5A : Flame4A
  1100. {
  1101. states
  1102. {
  1103. Spawn:
  1104. FLM3 A 0
  1105. FLM3 A 0 ThrustThingZ (0,random (4,12),0,0)
  1106. FLM3 A 0 ThrustThing (random (0,255),random (0,2),0,0)
  1107. FLM3 ABCDE 2 bright
  1108. FLM3 F 1 bright A_SetTranslucent (0.75,1)
  1109. FLM3 F 1 bright A_SetTranslucent (0.7,1)
  1110. FLM3 G 1 bright A_SetTranslucent (0.65,1)
  1111. FLM3 G 1 bright A_SetTranslucent (0.6,1)
  1112. FLM3 H 1 bright A_SetTranslucent (0.55,1)
  1113. FLM3 H 1 bright A_SetTranslucent (0.5,1)
  1114. FLM3 I 1 bright A_SetTranslucent (0.45,1)
  1115. FLM3 I 1 bright A_SetTranslucent (0.4,1)
  1116. FLM3 J 1 bright A_SetTranslucent (0.35,1)
  1117. FLM3 J 1 bright A_SetTranslucent (0.3,1)
  1118. FLM3 K 1 bright A_SetTranslucent (0.25,1)
  1119. FLM3 K 1 bright A_SetTranslucent (0.2,1)
  1120. FLM3 L 1 bright A_SetTranslucent (0.15,1)
  1121. FLM3 L 1 bright A_SetTranslucent (0.1,1)
  1122. stop
  1123. }
  1124. }
  1125. actor Flame5B : Flame4A
  1126. {
  1127. states
  1128. {
  1129. Spawn:
  1130. FLM4 A 0
  1131. FLM4 A 0 ThrustThingZ (0,random (4,12),0,0)
  1132. FLM4 A 0 ThrustThing (random (0,255),random (0,2),0,0)
  1133. FLM4 ABCDE 2 bright
  1134. FLM4 F 1 bright A_SetTranslucent (0.75,1)
  1135. FLM4 F 1 bright A_SetTranslucent (0.7,1)
  1136. FLM4 G 1 bright A_SetTranslucent (0.65,1)
  1137. FLM4 G 1 bright A_SetTranslucent (0.6,1)
  1138. FLM4 H 1 bright A_SetTranslucent (0.55,1)
  1139. FLM4 H 1 bright A_SetTranslucent (0.5,1)
  1140. FLM4 I 1 bright A_SetTranslucent (0.45,1)
  1141. FLM4 I 1 bright A_SetTranslucent (0.4,1)
  1142. FLM4 J 1 bright A_SetTranslucent (0.35,1)
  1143. FLM4 J 1 bright A_SetTranslucent (0.3,1)
  1144. FLM4 K 1 bright A_SetTranslucent (0.25,1)
  1145. FLM4 K 1 bright A_SetTranslucent (0.2,1)
  1146. FLM4 L 1 bright A_SetTranslucent (0.15,1)
  1147. FLM4 L 1 bright A_SetTranslucent (0.1,1)
  1148. stop
  1149. }
  1150. }
  1151. actor Flame6A : Flame4A
  1152. {
  1153. states
  1154. {
  1155. Spawn:
  1156. FLM5 A 0
  1157. FLM5 A 0 ThrustThingZ (0,random (4,12),0,0)
  1158. FLM5 A 0 ThrustThing (random (0,255),random (0,2),0,0)
  1159. FLM5 ABCDE 2 bright
  1160. FLM5 F 1 bright A_SetTranslucent (0.75,1)
  1161. FLM5 F 1 bright A_SetTranslucent (0.7,1)
  1162. FLM5 G 1 bright A_SetTranslucent (0.65,1)
  1163. FLM5 G 1 bright A_SetTranslucent (0.6,1)
  1164. FLM5 H 1 bright A_SetTranslucent (0.55,1)
  1165. FLM5 H 1 bright A_SetTranslucent (0.5,1)
  1166. FLM5 I 1 bright A_SetTranslucent (0.45,1)
  1167. FLM5 I 1 bright A_SetTranslucent (0.4,1)
  1168. FLM5 J 1 bright A_SetTranslucent (0.35,1)
  1169. FLM5 J 1 bright A_SetTranslucent (0.3,1)
  1170. FLM5 K 1 bright A_SetTranslucent (0.25,1)
  1171. FLM5 K 1 bright A_SetTranslucent (0.2,1)
  1172. FLM5 L 1 bright A_SetTranslucent (0.15,1)
  1173. FLM5 L 1 bright A_SetTranslucent (0.1,1)
  1174. stop
  1175. }
  1176. }
  1177. actor Flame6B : Flame4A
  1178. {
  1179. states
  1180. {
  1181. Spawn:
  1182. FLM6 A 0
  1183. FLM6 A 0 ThrustThingZ (0,random (4,12),0,0)
  1184. FLM6 A 0 ThrustThing (random (0,255),random (0,2),0,0)
  1185. FLM6 ABCDE 2 bright
  1186. FLM6 F 1 bright A_SetTranslucent (0.75,1)
  1187. FLM6 F 1 bright A_SetTranslucent (0.7,1)
  1188. FLM6 G 1 bright A_SetTranslucent (0.65,1)
  1189. FLM6 G 1 bright A_SetTranslucent (0.6,1)
  1190. FLM6 H 1 bright A_SetTranslucent (0.55,1)
  1191. FLM6 H 1 bright A_SetTranslucent (0.5,1)
  1192. FLM6 I 1 bright A_SetTranslucent (0.45,1)
  1193. FLM6 I 1 bright A_SetTranslucent (0.4,1)
  1194. FLM6 J 1 bright A_SetTranslucent (0.35,1)
  1195. FLM6 J 1 bright A_SetTranslucent (0.3,1)
  1196. FLM6 K 1 bright A_SetTranslucent (0.25,1)
  1197. FLM6 K 1 bright A_SetTranslucent (0.2,1)
  1198. FLM6 L 1 bright A_SetTranslucent (0.15,1)
  1199. FLM6 L 1 bright A_SetTranslucent (0.1,1)
  1200. stop
  1201. }
  1202. }
  1203. actor Fire_4x : SwitchableDecoration 32702
  1204. {
  1205. //$Category Stronghold_SFX
  1206. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  1207. states
  1208. {
  1209. Spawn:
  1210. Active:
  1211. TNT1 A 0
  1212. TNT1 A 0 A_Jump (216,3)
  1213. TNT1 A 1 A_SpawnItem ("Flame7A",0,0,0)
  1214. TNT1 A 0 A_SpawnItem ("Ember2",0,0,0)
  1215. loop
  1216. TNT1 A 0 A_Jump (176,2)
  1217. TNT1 A 1 A_SpawnItem ("FLame7B",0,0,0)
  1218. loop
  1219. TNT1 A 0 A_Jump (136,2)
  1220. TNT1 A 1 A_SpawnItem ("Flame8A",0,0,0)
  1221. loop
  1222. TNT1 A 0 A_Jump (96,2)
  1223. TNT1 A 1 A_SpawnItem ("Flame8B",0,0,0)
  1224. loop
  1225. TNT1 A 0 A_Jump (56,2)
  1226. TNT1 A 1 A_SpawnItem ("Flame9A",0,0,0)
  1227. loop
  1228. TNT1 A 1 A_SpawnItem ("Flame9B",0,0,0)
  1229. loop
  1230. Inactive:
  1231. TNT1 A 1
  1232. loop
  1233. }
  1234. }
  1235. actor Flame7A
  1236. {
  1237. height 2
  1238. radius 1
  1239. +NOGRAVITY +NOCLIP +NOBLOCKMAP +MISSILE +NOINTERACTION
  1240. renderstyle Add
  1241. alpha 0.8
  1242. scale 1.4
  1243. states
  1244. {
  1245. Spawn:
  1246. FLM1 A 0
  1247. FLM1 A 0 ThrustThingZ (0,random (8,24),0,0)
  1248. FLM1 A 0 ThrustThing (random (0,255),random (0,4),0,0)
  1249. FLM1 ABCDE 2 bright
  1250. FLM1 F 1 bright A_SetTranslucent (0.75,1)
  1251. FLM1 F 1 bright A_SetTranslucent (0.7,1)
  1252. FLM1 G 1 bright A_SetTranslucent (0.65,1)
  1253. FLM1 G 1 bright A_SetTranslucent (0.6,1)
  1254. FLM1 H 1 bright A_SetTranslucent (0.55,1)
  1255. FLM1 H 1 bright A_SetTranslucent (0.5,1)
  1256. FLM1 I 1 bright A_SetTranslucent (0.45,1)
  1257. FLM1 I 1 bright A_SetTranslucent (0.4,1)
  1258. FLM1 J 1 bright A_SetTranslucent (0.35,1)
  1259. FLM1 J 1 bright A_SetTranslucent (0.3,1)
  1260. FLM1 K 1 bright A_SetTranslucent (0.25,1)
  1261. FLM1 K 1 bright A_SetTranslucent (0.2,1)
  1262. FLM1 L 1 bright A_SetTranslucent (0.15,1)
  1263. FLM1 L 1 bright A_SetTranslucent (0.1,1)
  1264. stop
  1265. }
  1266. }
  1267. actor Flame7B : Flame7A
  1268. {
  1269. states
  1270. {
  1271. Spawn:
  1272. FLM2 A 0
  1273. FLM2 A 0 ThrustThingZ (0,random (8,24),0,0)
  1274. FLM2 A 0 ThrustThing (random (0,255),random (0,4),0,0)
  1275. FLM2 ABCDE 2 bright
  1276. FLM2 F 1 bright A_SetTranslucent (0.75,1)
  1277. FLM2 F 1 bright A_SetTranslucent (0.7,1)
  1278. FLM2 G 1 bright A_SetTranslucent (0.65,1)
  1279. FLM2 G 1 bright A_SetTranslucent (0.6,1)
  1280. FLM2 H 1 bright A_SetTranslucent (0.55,1)
  1281. FLM2 H 1 bright A_SetTranslucent (0.5,1)
  1282. FLM2 I 1 bright A_SetTranslucent (0.45,1)
  1283. FLM2 I 1 bright A_SetTranslucent (0.4,1)
  1284. FLM2 J 1 bright A_SetTranslucent (0.35,1)
  1285. FLM2 J 1 bright A_SetTranslucent (0.3,1)
  1286. FLM2 K 1 bright A_SetTranslucent (0.25,1)
  1287. FLM2 K 1 bright A_SetTranslucent (0.2,1)
  1288. FLM2 L 1 bright A_SetTranslucent (0.15,1)
  1289. FLM2 L 1 bright A_SetTranslucent (0.1,1)
  1290. stop
  1291. }
  1292. }
  1293. actor Flame8A : Flame7A
  1294. {
  1295. states
  1296. {
  1297. Spawn:
  1298. FLM3 A 0
  1299. FLM3 A 0 ThrustThingZ (0,random (8,24),0,0)
  1300. FLM3 A 0 ThrustThing (random (0,255),random (0,4),0,0)
  1301. FLM3 ABCDE 2 bright
  1302. FLM3 F 1 bright A_SetTranslucent (0.75,1)
  1303. FLM3 F 1 bright A_SetTranslucent (0.7,1)
  1304. FLM3 G 1 bright A_SetTranslucent (0.65,1)
  1305. FLM3 G 1 bright A_SetTranslucent (0.6,1)
  1306. FLM3 H 1 bright A_SetTranslucent (0.55,1)
  1307. FLM3 H 1 bright A_SetTranslucent (0.5,1)
  1308. FLM3 I 1 bright A_SetTranslucent (0.45,1)
  1309. FLM3 I 1 bright A_SetTranslucent (0.4,1)
  1310. FLM3 J 1 bright A_SetTranslucent (0.35,1)
  1311. FLM3 J 1 bright A_SetTranslucent (0.3,1)
  1312. FLM3 K 1 bright A_SetTranslucent (0.25,1)
  1313. FLM3 K 1 bright A_SetTranslucent (0.2,1)
  1314. FLM3 L 1 bright A_SetTranslucent (0.15,1)
  1315. FLM3 L 1 bright A_SetTranslucent (0.1,1)
  1316. stop
  1317. }
  1318. }
  1319. actor Flame8B : Flame7A
  1320. {
  1321. states
  1322. {
  1323. Spawn:
  1324. FLM4 A 0
  1325. FLM4 A 0 ThrustThingZ (0,random (8,24),0,0)
  1326. FLM4 A 0 ThrustThing (random (0,255),random (0,4),0,0)
  1327. FLM4 ABCDE 2 bright
  1328. FLM4 F 1 bright A_SetTranslucent (0.75,1)
  1329. FLM4 F 1 bright A_SetTranslucent (0.7,1)
  1330. FLM4 G 1 bright A_SetTranslucent (0.65,1)
  1331. FLM4 G 1 bright A_SetTranslucent (0.6,1)
  1332. FLM4 H 1 bright A_SetTranslucent (0.55,1)
  1333. FLM4 H 1 bright A_SetTranslucent (0.5,1)
  1334. FLM4 I 1 bright A_SetTranslucent (0.45,1)
  1335. FLM4 I 1 bright A_SetTranslucent (0.4,1)
  1336. FLM4 J 1 bright A_SetTranslucent (0.35,1)
  1337. FLM4 J 1 bright A_SetTranslucent (0.3,1)
  1338. FLM4 K 1 bright A_SetTranslucent (0.25,1)
  1339. FLM4 K 1 bright A_SetTranslucent (0.2,1)
  1340. FLM4 L 1 bright A_SetTranslucent (0.15,1)
  1341. FLM4 L 1 bright A_SetTranslucent (0.1,1)
  1342. stop
  1343. }
  1344. }
  1345. actor Flame9A : Flame7A
  1346. {
  1347. states
  1348. {
  1349. Spawn:
  1350. FLM5 A 0
  1351. FLM5 A 0 ThrustThingZ (0,random (8,24),0,0)
  1352. FLM5 A 0 ThrustThing (random (0,255),random (0,4),0,0)
  1353. FLM5 ABCDE 2 bright
  1354. FLM5 F 1 bright A_SetTranslucent (0.75,1)
  1355. FLM5 F 1 bright A_SetTranslucent (0.7,1)
  1356. FLM5 G 1 bright A_SetTranslucent (0.65,1)
  1357. FLM5 G 1 bright A_SetTranslucent (0.6,1)
  1358. FLM5 H 1 bright A_SetTranslucent (0.55,1)
  1359. FLM5 H 1 bright A_SetTranslucent (0.5,1)
  1360. FLM5 I 1 bright A_SetTranslucent (0.45,1)
  1361. FLM5 I 1 bright A_SetTranslucent (0.4,1)
  1362. FLM5 J 1 bright A_SetTranslucent (0.35,1)
  1363. FLM5 J 1 bright A_SetTranslucent (0.3,1)
  1364. FLM5 K 1 bright A_SetTranslucent (0.25,1)
  1365. FLM5 K 1 bright A_SetTranslucent (0.2,1)
  1366. FLM5 L 1 bright A_SetTranslucent (0.15,1)
  1367. FLM5 L 1 bright A_SetTranslucent (0.1,1)
  1368. stop
  1369. }
  1370. }
  1371. actor Flame9B : Flame7A
  1372. {
  1373. states
  1374. {
  1375. Spawn:
  1376. FLM6 A 0
  1377. FLM6 A 0 ThrustThingZ (0,random (8,24),0,0)
  1378. FLM6 A 0 ThrustThing (random (0,255),random (0,4),0,0)
  1379. FLM6 ABCDE 2 bright
  1380. FLM6 F 1 bright A_SetTranslucent (0.75,1)
  1381. FLM6 F 1 bright A_SetTranslucent (0.7,1)
  1382. FLM6 G 1 bright A_SetTranslucent (0.65,1)
  1383. FLM6 G 1 bright A_SetTranslucent (0.6,1)
  1384. FLM6 H 1 bright A_SetTranslucent (0.55,1)
  1385. FLM6 H 1 bright A_SetTranslucent (0.5,1)
  1386. FLM6 I 1 bright A_SetTranslucent (0.45,1)
  1387. FLM6 I 1 bright A_SetTranslucent (0.4,1)
  1388. FLM6 J 1 bright A_SetTranslucent (0.35,1)
  1389. FLM6 J 1 bright A_SetTranslucent (0.3,1)
  1390. FLM6 K 1 bright A_SetTranslucent (0.25,1)
  1391. FLM6 K 1 bright A_SetTranslucent (0.2,1)
  1392. FLM6 L 1 bright A_SetTranslucent (0.15,1)
  1393. FLM6 L 1 bright A_SetTranslucent (0.1,1)
  1394. stop
  1395. }
  1396. }
  1397. Actor SmokeA
  1398. {
  1399. Height 2
  1400. Radius 1
  1401. +Missile +NoGravity +NoInteraction +NoBlockmap
  1402. RenderStyle Translucent
  1403. Alpha .5
  1404. Scale .35
  1405. States
  1406. {
  1407. Spawn:
  1408. TNT1 A 0
  1409. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1410. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1411. SMK1 I 4
  1412. SMK1 H 4
  1413. SMK1 G 4
  1414. SMK1 F 4
  1415. SMK1 E 2 A_SetTranslucent(.45,0)
  1416. SMK1 E 2 A_SetTranslucent(.4,0)
  1417. SMK1 D 2 A_SetTranslucent(.35,0)
  1418. SMK1 D 2 A_SetTranslucent(.3,0)
  1419. SMK1 C 2 A_SetTranslucent(.25,0)
  1420. SMK1 C 2 A_SetTranslucent(.2,0)
  1421. SMK1 B 1 A_SetTranslucent(.18,0)
  1422. SMK1 B 1 A_SetTranslucent(.16,0)
  1423. SMK1 B 1 A_SetTranslucent(.14,0)
  1424. SMK1 B 1 A_SetTranslucent(.12,0)
  1425. SMK1 A 1 A_SetTranslucent(.1,0)
  1426. SMK1 A 1 A_SetTranslucent(.08,0)
  1427. SMK1 A 1 A_SetTranslucent(.06,0)
  1428. SMK1 A 1 A_SetTranslucent(.04,0)
  1429. Stop
  1430. }
  1431. }
  1432. Actor SmokeB : SmokeA
  1433. {
  1434. States
  1435. {
  1436. Spawn:
  1437. TNT1 A 0
  1438. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1439. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1440. SMK2 I 4
  1441. SMK2 H 4
  1442. SMK2 G 4
  1443. SMK2 F 4
  1444. SMK2 E 2 A_SetTranslucent(.45,0)
  1445. SMK2 E 2 A_SetTranslucent(.4,0)
  1446. SMK2 D 2 A_SetTranslucent(.35,0)
  1447. SMK2 D 2 A_SetTranslucent(.3,0)
  1448. SMK2 C 2 A_SetTranslucent(.25,0)
  1449. SMK2 C 2 A_SetTranslucent(.2,0)
  1450. SMK2 B 1 A_SetTranslucent(.18,0)
  1451. SMK2 B 1 A_SetTranslucent(.16,0)
  1452. SMK2 B 1 A_SetTranslucent(.14,0)
  1453. SMK2 B 1 A_SetTranslucent(.12,0)
  1454. SMK2 A 1 A_SetTranslucent(.1,0)
  1455. SMK2 A 1 A_SetTranslucent(.08,0)
  1456. SMK2 A 1 A_SetTranslucent(.06,0)
  1457. SMK2 A 1 A_SetTranslucent(.04,0)
  1458. Stop
  1459. }
  1460. }
  1461. Actor SmokeC : SmokeA
  1462. {
  1463. States
  1464. {
  1465. Spawn:
  1466. TNT1 A 0
  1467. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1468. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1469. SMK3 I 4
  1470. SMK3 H 4
  1471. SMK3 G 4
  1472. SMK3 F 4
  1473. SMK3 E 2 A_SetTranslucent(.45,0)
  1474. SMK3 E 2 A_SetTranslucent(.4,0)
  1475. SMK3 D 2 A_SetTranslucent(.35,0)
  1476. SMK3 D 2 A_SetTranslucent(.3,0)
  1477. SMK3 C 2 A_SetTranslucent(.25,0)
  1478. SMK3 C 2 A_SetTranslucent(.2,0)
  1479. SMK3 B 1 A_SetTranslucent(.18,0)
  1480. SMK3 B 1 A_SetTranslucent(.16,0)
  1481. SMK3 B 1 A_SetTranslucent(.14,0)
  1482. SMK3 B 1 A_SetTranslucent(.12,0)
  1483. SMK3 A 1 A_SetTranslucent(.1,0)
  1484. SMK3 A 1 A_SetTranslucent(.08,0)
  1485. SMK3 A 1 A_SetTranslucent(.06,0)
  1486. SMK3 A 1 A_SetTranslucent(.04,0)
  1487. Stop
  1488. }
  1489. }
  1490. Actor SmokeD : SmokeA
  1491. {
  1492. States
  1493. {
  1494. Spawn:
  1495. TNT1 A 0
  1496. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1497. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1498. SMK4 I 4
  1499. SMK4 H 4
  1500. SMK4 G 4
  1501. SMK4 F 4
  1502. SMK4 E 2 A_SetTranslucent(.45,0)
  1503. SMK4 E 2 A_SetTranslucent(.4,0)
  1504. SMK4 D 2 A_SetTranslucent(.35,0)
  1505. SMK4 D 2 A_SetTranslucent(.3,0)
  1506. SMK4 C 2 A_SetTranslucent(.25,0)
  1507. SMK4 C 2 A_SetTranslucent(.2,0)
  1508. SMK4 B 1 A_SetTranslucent(.18,0)
  1509. SMK4 B 1 A_SetTranslucent(.16,0)
  1510. SMK4 B 1 A_SetTranslucent(.14,0)
  1511. SMK4 B 1 A_SetTranslucent(.12,0)
  1512. SMK4 A 1 A_SetTranslucent(.1,0)
  1513. SMK4 A 1 A_SetTranslucent(.08,0)
  1514. SMK4 A 1 A_SetTranslucent(.06,0)
  1515. SMK4 A 1 A_SetTranslucent(.04,0)
  1516. Stop
  1517. }
  1518. }
  1519. Actor SmokeE : SmokeA
  1520. {
  1521. States
  1522. {
  1523. Spawn:
  1524. TNT1 A 0
  1525. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1526. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1527. SMK5 I 4
  1528. SMK5 H 4
  1529. SMK5 G 4
  1530. SMK5 F 4
  1531. SMK5 E 2 A_SetTranslucent(.45,0)
  1532. SMK5 E 2 A_SetTranslucent(.4,0)
  1533. SMK5 D 2 A_SetTranslucent(.35,0)
  1534. SMK5 D 2 A_SetTranslucent(.3,0)
  1535. SMK5 C 2 A_SetTranslucent(.25,0)
  1536. SMK5 C 2 A_SetTranslucent(.2,0)
  1537. SMK5 B 1 A_SetTranslucent(.18,0)
  1538. SMK5 B 1 A_SetTranslucent(.16,0)
  1539. SMK5 B 1 A_SetTranslucent(.14,0)
  1540. SMK5 B 1 A_SetTranslucent(.12,0)
  1541. SMK5 A 1 A_SetTranslucent(.1,0)
  1542. SMK5 A 1 A_SetTranslucent(.08,0)
  1543. SMK5 A 1 A_SetTranslucent(.06,0)
  1544. SMK5 A 1 A_SetTranslucent(.04,0)
  1545. Stop
  1546. }
  1547. }
  1548. Actor SmokeF : SmokeA
  1549. {
  1550. States
  1551. {
  1552. Spawn:
  1553. TNT1 A 0
  1554. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1555. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1556. SMK6 I 4
  1557. SMK6 H 4
  1558. SMK6 G 4
  1559. SMK6 F 4
  1560. SMK6 E 2 A_SetTranslucent(.45,0)
  1561. SMK6 E 2 A_SetTranslucent(.4,0)
  1562. SMK6 D 2 A_SetTranslucent(.35,0)
  1563. SMK6 D 2 A_SetTranslucent(.3,0)
  1564. SMK6 C 2 A_SetTranslucent(.25,0)
  1565. SMK6 C 2 A_SetTranslucent(.2,0)
  1566. SMK6 B 1 A_SetTranslucent(.18,0)
  1567. SMK6 B 1 A_SetTranslucent(.16,0)
  1568. SMK6 B 1 A_SetTranslucent(.14,0)
  1569. SMK6 B 1 A_SetTranslucent(.12,0)
  1570. SMK6 A 1 A_SetTranslucent(.1,0)
  1571. SMK6 A 1 A_SetTranslucent(.08,0)
  1572. SMK6 A 1 A_SetTranslucent(.06,0)
  1573. SMK6 A 1 A_SetTranslucent(.04,0)
  1574. Stop
  1575. }
  1576. }
  1577. Actor SmokeG : SmokeA
  1578. {
  1579. States
  1580. {
  1581. Spawn:
  1582. TNT1 A 0
  1583. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1584. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1585. SMK7 I 4
  1586. SMK7 H 4
  1587. SMK7 G 4
  1588. SMK7 F 4
  1589. SMK7 E 2 A_SetTranslucent(.45,0)
  1590. SMK7 E 2 A_SetTranslucent(.4,0)
  1591. SMK7 D 2 A_SetTranslucent(.35,0)
  1592. SMK7 D 2 A_SetTranslucent(.3,0)
  1593. SMK7 C 2 A_SetTranslucent(.25,0)
  1594. SMK7 C 2 A_SetTranslucent(.2,0)
  1595. SMK7 B 1 A_SetTranslucent(.18,0)
  1596. SMK7 B 1 A_SetTranslucent(.16,0)
  1597. SMK7 B 1 A_SetTranslucent(.14,0)
  1598. SMK7 B 1 A_SetTranslucent(.12,0)
  1599. SMK7 A 1 A_SetTranslucent(.1,0)
  1600. SMK7 A 1 A_SetTranslucent(.08,0)
  1601. SMK7 A 1 A_SetTranslucent(.06,0)
  1602. SMK7 A 1 A_SetTranslucent(.04,0)
  1603. Stop
  1604. }
  1605. }
  1606. Actor SmokeH : SmokeA
  1607. {
  1608. States
  1609. {
  1610. Spawn:
  1611. TNT1 A 0
  1612. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1613. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1614. SMK8 I 4
  1615. SMK8 H 4
  1616. SMK8 G 4
  1617. SMK8 F 4
  1618. SMK8 E 2 A_SetTranslucent(.45,0)
  1619. SMK8 E 2 A_SetTranslucent(.4,0)
  1620. SMK8 D 2 A_SetTranslucent(.35,0)
  1621. SMK8 D 2 A_SetTranslucent(.3,0)
  1622. SMK8 C 2 A_SetTranslucent(.25,0)
  1623. SMK8 C 2 A_SetTranslucent(.2,0)
  1624. SMK8 B 1 A_SetTranslucent(.18,0)
  1625. SMK8 B 1 A_SetTranslucent(.16,0)
  1626. SMK8 B 1 A_SetTranslucent(.14,0)
  1627. SMK8 B 1 A_SetTranslucent(.12,0)
  1628. SMK8 A 1 A_SetTranslucent(.1,0)
  1629. SMK8 A 1 A_SetTranslucent(.08,0)
  1630. SMK8 A 1 A_SetTranslucent(.06,0)
  1631. SMK8 A 1 A_SetTranslucent(.04,0)
  1632. Stop
  1633. }
  1634. }
  1635. Actor SmokeI : SmokeA
  1636. {
  1637. States
  1638. {
  1639. Spawn:
  1640. TNT1 A 0
  1641. TNT1 A 0 ThrustThingZ(0,random(8,16),0,0)
  1642. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1643. SMK9 I 4
  1644. SMK9 H 4
  1645. SMK9 G 4
  1646. SMK9 F 4
  1647. SMK9 E 2 A_SetTranslucent(.45,0)
  1648. SMK9 E 2 A_SetTranslucent(.4,0)
  1649. SMK9 D 2 A_SetTranslucent(.35,0)
  1650. SMK9 D 2 A_SetTranslucent(.3,0)
  1651. SMK9 C 2 A_SetTranslucent(.25,0)
  1652. SMK9 C 2 A_SetTranslucent(.2,0)
  1653. SMK9 B 1 A_SetTranslucent(.18,0)
  1654. SMK9 B 1 A_SetTranslucent(.16,0)
  1655. SMK9 B 1 A_SetTranslucent(.14,0)
  1656. SMK9 B 1 A_SetTranslucent(.12,0)
  1657. SMK9 A 1 A_SetTranslucent(.1,0)
  1658. SMK9 A 1 A_SetTranslucent(.08,0)
  1659. SMK9 A 1 A_SetTranslucent(.06,0)
  1660. SMK9 A 1 A_SetTranslucent(.04,0)
  1661. Stop
  1662. }
  1663. }
  1664. Actor OMGFireA
  1665. {
  1666. Height 2
  1667. Radius 1
  1668. +NoBlockMap +NoGravity +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  1669. RenderStyle Add
  1670. Alpha .8
  1671. Scale .25
  1672. States
  1673. {
  1674. Spawn:
  1675. TNT1 A 0
  1676. TNT1 A 0 ThrustThingZ(0,random(4,16),0,0)
  1677. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1678. FLM1 A 2 Bright
  1679. FLM1 B 1 Bright A_SetTranslucent(.75,1)
  1680. FLM1 B 1 Bright A_SetTranslucent(.7,1)
  1681. FLM1 C 1 Bright A_SetTranslucent(.65,1)
  1682. FLM1 C 1 Bright A_SetTranslucent(.6,1)
  1683. FLM1 D 1 Bright A_SetTranslucent(.55,1)
  1684. FLM1 D 1 Bright A_SetTranslucent(.5,1)
  1685. FLM1 E 1 Bright A_SetTranslucent(.45,1)
  1686. FLM1 E 1 Bright A_SetTranslucent(.4,1)
  1687. FLM1 F 1 Bright A_SetTranslucent(.35,1)
  1688. FLM1 F 1 Bright A_SetTranslucent(.3,1)
  1689. FLM1 G 1 Bright A_SetTranslucent(.25,1)
  1690. FLM1 G 1 Bright A_SetTranslucent(.2,1)
  1691. FLM1 H 1 Bright A_SetTranslucent(.15,1)
  1692. FLM1 H 1 Bright A_SetTranslucent(.1,1)
  1693. Stop
  1694. }
  1695. }
  1696. Actor OMGFireB : OMGFireA
  1697. {
  1698. States
  1699. {
  1700. Spawn:
  1701. TNT1 A 0
  1702. TNT1 A 0 ThrustThingZ(0,random(4,16),0,0)
  1703. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1704. FLM2 A 2 Bright
  1705. FLM2 B 1 Bright A_SetTranslucent(.75,1)
  1706. FLM2 B 1 Bright A_SetTranslucent(.7,1)
  1707. FLM2 C 1 Bright A_SetTranslucent(.65,1)
  1708. FLM2 C 1 Bright A_SetTranslucent(.6,1)
  1709. FLM2 D 1 Bright A_SetTranslucent(.55,1)
  1710. FLM2 D 1 Bright A_SetTranslucent(.5,1)
  1711. FLM2 E 1 Bright A_SetTranslucent(.45,1)
  1712. FLM2 E 1 Bright A_SetTranslucent(.4,1)
  1713. FLM2 F 1 Bright A_SetTranslucent(.35,1)
  1714. FLM2 F 1 Bright A_SetTranslucent(.3,1)
  1715. FLM2 G 1 Bright A_SetTranslucent(.25,1)
  1716. FLM2 G 1 Bright A_SetTranslucent(.2,1)
  1717. FLM2 H 1 Bright A_SetTranslucent(.15,1)
  1718. FLM2 H 1 Bright A_SetTranslucent(.1,1)
  1719. Stop
  1720. }
  1721. }
  1722. Actor OMGFireC : OMGFireA
  1723. {
  1724. States
  1725. {
  1726. Spawn:
  1727. TNT1 A 0
  1728. TNT1 A 0 ThrustThingZ(0,random(4,16),0,0)
  1729. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1730. FLM3 A 2 Bright
  1731. FLM3 B 1 Bright A_SetTranslucent(.75,1)
  1732. FLM3 B 1 Bright A_SetTranslucent(.7,1)
  1733. FLM3 C 1 Bright A_SetTranslucent(.65,1)
  1734. FLM3 C 1 Bright A_SetTranslucent(.6,1)
  1735. FLM3 D 1 Bright A_SetTranslucent(.55,1)
  1736. FLM3 D 1 Bright A_SetTranslucent(.5,1)
  1737. FLM3 E 1 Bright A_SetTranslucent(.45,1)
  1738. FLM3 E 1 Bright A_SetTranslucent(.4,1)
  1739. FLM3 F 1 Bright A_SetTranslucent(.35,1)
  1740. FLM3 F 1 Bright A_SetTranslucent(.3,1)
  1741. FLM3 G 1 Bright A_SetTranslucent(.25,1)
  1742. FLM3 G 1 Bright A_SetTranslucent(.2,1)
  1743. FLM3 H 1 Bright A_SetTranslucent(.15,1)
  1744. FLM3 H 1 Bright A_SetTranslucent(.1,1)
  1745. Stop
  1746. }
  1747. }
  1748. Actor OMGFireD : OMGFireA
  1749. {
  1750. States
  1751. {
  1752. Spawn:
  1753. TNT1 A 0
  1754. TNT1 A 0 ThrustThingZ(0,random(4,16),0,0)
  1755. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1756. FLM4 A 2 Bright
  1757. FLM4 B 1 Bright A_SetTranslucent(.75,1)
  1758. FLM4 B 1 Bright A_SetTranslucent(.7,1)
  1759. FLM4 C 1 Bright A_SetTranslucent(.65,1)
  1760. FLM4 C 1 Bright A_SetTranslucent(.6,1)
  1761. FLM4 D 1 Bright A_SetTranslucent(.55,1)
  1762. FLM4 D 1 Bright A_SetTranslucent(.5,1)
  1763. FLM4 E 1 Bright A_SetTranslucent(.45,1)
  1764. FLM4 E 1 Bright A_SetTranslucent(.4,1)
  1765. FLM4 F 1 Bright A_SetTranslucent(.35,1)
  1766. FLM4 F 1 Bright A_SetTranslucent(.3,1)
  1767. FLM4 G 1 Bright A_SetTranslucent(.25,1)
  1768. FLM4 G 1 Bright A_SetTranslucent(.2,1)
  1769. FLM4 H 1 Bright A_SetTranslucent(.15,1)
  1770. FLM4 H 1 Bright A_SetTranslucent(.1,1)
  1771. Stop
  1772. }
  1773. }
  1774. Actor OMGFireE : OMGFireA
  1775. {
  1776. States
  1777. {
  1778. Spawn:
  1779. TNT1 A 0
  1780. TNT1 A 0 ThrustThingZ(0,random(4,16),0,0)
  1781. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1782. FLM5 A 2 Bright
  1783. FLM5 B 1 Bright A_SetTranslucent(.75,1)
  1784. FLM5 B 1 Bright A_SetTranslucent(.7,1)
  1785. FLM5 C 1 Bright A_SetTranslucent(.65,1)
  1786. FLM5 C 1 Bright A_SetTranslucent(.6,1)
  1787. FLM5 D 1 Bright A_SetTranslucent(.55,1)
  1788. FLM5 D 1 Bright A_SetTranslucent(.5,1)
  1789. FLM5 E 1 Bright A_SetTranslucent(.45,1)
  1790. FLM5 E 1 Bright A_SetTranslucent(.4,1)
  1791. FLM5 F 1 Bright A_SetTranslucent(.35,1)
  1792. FLM5 F 1 Bright A_SetTranslucent(.3,1)
  1793. FLM5 G 1 Bright A_SetTranslucent(.25,1)
  1794. FLM5 G 1 Bright A_SetTranslucent(.2,1)
  1795. FLM5 H 1 Bright A_SetTranslucent(.15,1)
  1796. FLM5 H 1 Bright A_SetTranslucent(.1,1)
  1797. Stop
  1798. }
  1799. }
  1800. Actor OMGFireF : OMGFIreA
  1801. {
  1802. States
  1803. {
  1804. Spawn:
  1805. TNT1 A 0
  1806. TNT1 A 0 ThrustThingZ(0,random(4,16),0,0)
  1807. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1808. FLM6 A 2 Bright
  1809. FLM6 B 1 Bright A_SetTranslucent(.75,1)
  1810. FLM6 B 1 Bright A_SetTranslucent(.7,1)
  1811. FLM6 C 1 Bright A_SetTranslucent(.65,1)
  1812. FLM6 C 1 Bright A_SetTranslucent(.6,1)
  1813. FLM6 D 1 Bright A_SetTranslucent(.55,1)
  1814. FLM6 D 1 Bright A_SetTranslucent(.5,1)
  1815. FLM6 E 1 Bright A_SetTranslucent(.45,1)
  1816. FLM6 E 1 Bright A_SetTranslucent(.4,1)
  1817. FLM6 F 1 Bright A_SetTranslucent(.35,1)
  1818. FLM6 F 1 Bright A_SetTranslucent(.3,1)
  1819. FLM6 G 1 Bright A_SetTranslucent(.25,1)
  1820. FLM6 G 1 Bright A_SetTranslucent(.2,1)
  1821. FLM6 H 1 Bright A_SetTranslucent(.15,1)
  1822. FLM6 H 1 Bright A_SetTranslucent(.1,1)
  1823. Stop
  1824. }
  1825. }
  1826. Actor OMGFireG : OMGFireA
  1827. {
  1828. }
  1829. Actor OMGFireH : OMGFireB
  1830. {
  1831. }
  1832. Actor OMGFireI : OMGFireC
  1833. {
  1834. }
  1835. Actor DummyFireA
  1836. {
  1837. Height 2
  1838. Radius 1
  1839. +Missile +NoGravity +NoInteraction +NoBlockmap +NoClip
  1840. RenderStyle Add
  1841. Alpha .8
  1842. Scale .25
  1843. States
  1844. {
  1845. Spawn:
  1846. FLM1 A 2 Bright
  1847. FLM1 B 1 Bright A_SetTranslucent(.75,1)
  1848. FLM1 B 1 Bright A_SetTranslucent(.7,1)
  1849. FLM1 C 1 Bright A_SetTranslucent(.65,1)
  1850. FLM1 C 1 Bright A_SetTranslucent(.6,1)
  1851. FLM1 D 1 Bright A_SetTranslucent(.55,1)
  1852. FLM1 D 1 Bright A_SetTranslucent(.5,1)
  1853. FLM1 E 1 Bright A_SetTranslucent(.45,1)
  1854. FLM1 E 1 Bright A_SetTranslucent(.4,1)
  1855. FLM1 F 1 Bright A_SetTranslucent(.35,1)
  1856. FLM1 F 1 Bright A_SetTranslucent(.3,1)
  1857. FLM1 G 1 Bright A_SetTranslucent(.25,1)
  1858. FLM1 G 1 Bright A_SetTranslucent(.2,1)
  1859. FLM1 H 1 Bright A_SetTranslucent(.15,1)
  1860. FLM1 H 1 Bright A_SetTranslucent(.1,1)
  1861. Stop
  1862. }
  1863. }
  1864. Actor DummyFireB : DummyFireA
  1865. {
  1866. States
  1867. {
  1868. Spawn:
  1869. FLM2 A 2 Bright
  1870. FLM2 B 1 Bright A_SetTranslucent(.75,1)
  1871. FLM2 B 1 Bright A_SetTranslucent(.7,1)
  1872. FLM2 C 1 Bright A_SetTranslucent(.65,1)
  1873. FLM2 C 1 Bright A_SetTranslucent(.6,1)
  1874. FLM2 D 1 Bright A_SetTranslucent(.55,1)
  1875. FLM2 D 1 Bright A_SetTranslucent(.5,1)
  1876. FLM2 E 1 Bright A_SetTranslucent(.45,1)
  1877. FLM2 E 1 Bright A_SetTranslucent(.4,1)
  1878. FLM2 F 1 Bright A_SetTranslucent(.35,1)
  1879. FLM2 F 1 Bright A_SetTranslucent(.3,1)
  1880. FLM2 G 1 Bright A_SetTranslucent(.25,1)
  1881. FLM2 G 1 Bright A_SetTranslucent(.2,1)
  1882. FLM2 H 1 Bright A_SetTranslucent(.15,1)
  1883. FLM2 H 1 Bright A_SetTranslucent(.1,1)
  1884. Stop
  1885. }
  1886. }
  1887. Actor DummyFireC : DummyFireA
  1888. {
  1889. States
  1890. {
  1891. Spawn:
  1892. FLM3 A 2 Bright
  1893. FLM3 B 1 Bright A_SetTranslucent(.75,1)
  1894. FLM3 B 1 Bright A_SetTranslucent(.7,1)
  1895. FLM3 C 1 Bright A_SetTranslucent(.65,1)
  1896. FLM3 C 1 Bright A_SetTranslucent(.6,1)
  1897. FLM3 D 1 Bright A_SetTranslucent(.55,1)
  1898. FLM3 D 1 Bright A_SetTranslucent(.5,1)
  1899. FLM3 E 1 Bright A_SetTranslucent(.45,1)
  1900. FLM3 E 1 Bright A_SetTranslucent(.4,1)
  1901. FLM3 F 1 Bright A_SetTranslucent(.35,1)
  1902. FLM3 F 1 Bright A_SetTranslucent(.3,1)
  1903. FLM3 G 1 Bright A_SetTranslucent(.25,1)
  1904. FLM3 G 1 Bright A_SetTranslucent(.2,1)
  1905. FLM3 H 1 Bright A_SetTranslucent(.15,1)
  1906. FLM3 H 1 Bright A_SetTranslucent(.1,1)
  1907. Stop
  1908. }
  1909. }
  1910. Actor DummyFireD : DummyFireA
  1911. {
  1912. States
  1913. {
  1914. Spawn:
  1915. FLM4 A 2 Bright
  1916. FLM4 B 1 Bright A_SetTranslucent(.75,1)
  1917. FLM4 B 1 Bright A_SetTranslucent(.7,1)
  1918. FLM4 C 1 Bright A_SetTranslucent(.65,1)
  1919. FLM4 C 1 Bright A_SetTranslucent(.6,1)
  1920. FLM4 D 1 Bright A_SetTranslucent(.55,1)
  1921. FLM4 D 1 Bright A_SetTranslucent(.5,1)
  1922. FLM4 E 1 Bright A_SetTranslucent(.45,1)
  1923. FLM4 E 1 Bright A_SetTranslucent(.4,1)
  1924. FLM4 F 1 Bright A_SetTranslucent(.35,1)
  1925. FLM4 F 1 Bright A_SetTranslucent(.3,1)
  1926. FLM4 G 1 Bright A_SetTranslucent(.25,1)
  1927. FLM4 G 1 Bright A_SetTranslucent(.2,1)
  1928. FLM4 H 1 Bright A_SetTranslucent(.15,1)
  1929. FLM4 H 1 Bright A_SetTranslucent(.1,1)
  1930. Stop
  1931. }
  1932. }
  1933. Actor DummyFireE : DummyFireA
  1934. {
  1935. States
  1936. {
  1937. Spawn:
  1938. TNT1 A 0 ThrustThing(random(0,255),random(-1,1),0,0)
  1939. FLM5 A 2 Bright
  1940. FLM5 B 1 Bright A_SetTranslucent(.75,1)
  1941. FLM5 B 1 Bright A_SetTranslucent(.7,1)
  1942. FLM5 C 1 Bright A_SetTranslucent(.65,1)
  1943. FLM5 C 1 Bright A_SetTranslucent(.6,1)
  1944. FLM5 D 1 Bright A_SetTranslucent(.55,1)
  1945. FLM5 D 1 Bright A_SetTranslucent(.5,1)
  1946. FLM5 E 1 Bright A_SetTranslucent(.45,1)
  1947. FLM5 E 1 Bright A_SetTranslucent(.4,1)
  1948. FLM5 F 1 Bright A_SetTranslucent(.35,1)
  1949. FLM5 F 1 Bright A_SetTranslucent(.3,1)
  1950. FLM5 G 1 Bright A_SetTranslucent(.25,1)
  1951. FLM5 G 1 Bright A_SetTranslucent(.2,1)
  1952. FLM5 H 1 Bright A_SetTranslucent(.15,1)
  1953. FLM5 H 1 Bright A_SetTranslucent(.1,1)
  1954. Stop
  1955. }
  1956. }
  1957. Actor DummyFireF : DummyFIreA
  1958. {
  1959. States
  1960. {
  1961. Spawn:
  1962. FLM6 A 2 Bright
  1963. FLM6 B 1 Bright A_SetTranslucent(.75,1)
  1964. FLM6 B 1 Bright A_SetTranslucent(.7,1)
  1965. FLM6 C 1 Bright A_SetTranslucent(.65,1)
  1966. FLM6 C 1 Bright A_SetTranslucent(.6,1)
  1967. FLM6 D 1 Bright A_SetTranslucent(.55,1)
  1968. FLM6 D 1 Bright A_SetTranslucent(.5,1)
  1969. FLM6 E 1 Bright A_SetTranslucent(.45,1)
  1970. FLM6 E 1 Bright A_SetTranslucent(.4,1)
  1971. FLM6 F 1 Bright A_SetTranslucent(.35,1)
  1972. FLM6 F 1 Bright A_SetTranslucent(.3,1)
  1973. FLM6 G 1 Bright A_SetTranslucent(.25,1)
  1974. FLM6 G 1 Bright A_SetTranslucent(.2,1)
  1975. FLM6 H 1 Bright A_SetTranslucent(.15,1)
  1976. FLM6 H 1 Bright A_SetTranslucent(.1,1)
  1977. Stop
  1978. }
  1979. }
  1980. Actor DummyFireG : DummyFireA
  1981. {}
  1982. Actor DummyFireH : DummyFireB
  1983. {}
  1984. Actor DummyFireI : DummyFireC
  1985. {}
  1986. Actor WhiteParticleA1
  1987. {
  1988. Height 0
  1989. Radius 0
  1990. Mass 0
  1991. PROJECTILE
  1992. Speed 0
  1993. +NoClip
  1994. +NoBLockMap
  1995. +NoInteraction
  1996. RenderStyle Add
  1997. Scale 0.25
  1998. States
  1999. {
  2000. Spawn:
  2001. PTCL A 0
  2002. PTCL A 0 ThrustThingZ(0,random(5,7),0,0)
  2003. PTCL ABCABCABCABC 2
  2004. PTCL A 2 A_SetTranslucent(0.9,1)
  2005. PTCL B 2 A_SetTranslucent(0.8,1)
  2006. PTCL C 2 A_SetTranslucent(0.7,1)
  2007. PTCL A 2 A_SetTranslucent(0.6,1)
  2008. PTCL B 2 A_SetTranslucent(0.5,1)
  2009. PTCL C 2 A_SetTranslucent(0.4,1)
  2010. PTCL A 2 A_SetTranslucent(0.3,1)
  2011. PTCL B 2 A_SetTranslucent(0.2,1)
  2012. PTCL C 2 A_SetTranslucent(0.1,1)
  2013. Stop
  2014. }
  2015. }
  2016. Actor WhiteParticleB1 : WhiteParticleA1
  2017. {
  2018. States
  2019. {
  2020. Spawn:
  2021. PTCL C 0
  2022. PTCL C 0 ThrustThingZ(0,random(5,7),0,0)
  2023. PTCL CBACBACBACBA 2
  2024. PTCL C 2 A_SetTranslucent(0.9,1)
  2025. PTCL B 2 A_SetTranslucent(0.8,1)
  2026. PTCL A 2 A_SetTranslucent(0.7,1)
  2027. PTCL C 2 A_SetTranslucent(0.6,1)
  2028. PTCL B 2 A_SetTranslucent(0.5,1)
  2029. PTCL A 2 A_SetTranslucent(0.4,1)
  2030. PTCL C 2 A_SetTranslucent(0.3,1)
  2031. PTCL B 2 A_SetTranslucent(0.2,1)
  2032. PTCL A 2 A_SetTranslucent(0.1,1)
  2033. Stop
  2034. }
  2035. }
  2036. Actor WhiteParticleA2 : WhiteParticleA1
  2037. {
  2038. Scale 0.2
  2039. }
  2040. Actor WhiteParticleB2 : WhiteParticleB1
  2041. {
  2042. Scale 0.2
  2043. }
  2044. Actor WhiteParticleA3 : WhiteParticleA1
  2045. {
  2046. Scale 0.15
  2047. }
  2048. Actor WhiteParticleB3 : WhiteParticleB1
  2049. {
  2050. Scale 0.15
  2051. }
  2052. Actor RedParticleA1 : WhiteParticleA1
  2053. {
  2054. Translation "80:80=174:174","82:82=176:176","84:84=178:178","86:86=178:178",
  2055. "88:88=180:180","90:90=182:182","92:92=184:184","94:94=186:186",
  2056. "96:96=188:188"
  2057. }
  2058. Actor RedParticleB1 : WhiteParticleB1
  2059. {
  2060. Translation "80:80=174:174","82:82=176:176","84:84=178:178","86:86=178:178",
  2061. "88:88=180:180","90:90=182:182","92:92=184:184","94:94=186:186",
  2062. "96:96=188:188"
  2063. }
  2064. Actor RedParticleA2 : RedParticleA1
  2065. {
  2066. Scale 0.2
  2067. }
  2068. Actor RedParticleB2 : RedParticleB1
  2069. {
  2070. Scale 0.2
  2071. }
  2072. Actor RedParticleA3 : RedParticleA1
  2073. {
  2074. Scale 0.15
  2075. }
  2076. Actor RedParticleB3 : RedParticleB1
  2077. {
  2078. Scale 0.15
  2079. }
  2080. Actor BlueParticleA1 : WhiteParticleA1
  2081. {
  2082. Translation "80:80=192:192","82:82=193:193","84:84=194:178","86:86=195:196",
  2083. "88:88=197:197","90:90=198:198","92:92=201:201","94:94=202:202",
  2084. "96:96=203:203"
  2085. }
  2086. Actor BlueParticleB1 : WhiteParticleB1
  2087. {
  2088. Translation "80:80=192:192","82:82=193:193","84:84=194:178","86:86=195:196",
  2089. "88:88=197:197","90:90=198:198","92:92=201:201","94:94=202:202",
  2090. "96:96=203:203"
  2091. }
  2092. Actor BlueParticleA2 : BlueParticleA1
  2093. {
  2094. Scale 0.2
  2095. }
  2096. Actor BlueParticleB2 : BlueParticleB1
  2097. {
  2098. Scale 0.2
  2099. }
  2100. Actor BlueParticleA3 : BlueParticleA1
  2101. {
  2102. Scale 0.15
  2103. }
  2104. Actor BlueParticleB3 : BlueParticleB1
  2105. {
  2106. Scale 0.15
  2107. }
  2108. Actor OrangeParticleA1 : WhiteParticleA1
  2109. {
  2110. Translation "80:80=209:209","82:82=210:210","84:84=211:211","86:86=212:212",
  2111. "88:88=213:213","90:90=214:214","92:92=215:215","94:94=217:217",
  2112. "96:96=219:219"
  2113. }
  2114. Actor OrangeParticleB1 : WhiteParticleB1
  2115. {
  2116. Translation "80:80=209:209","82:82=210:210","84:84=211:211","86:86=212:212",
  2117. "88:88=213:213","90:90=214:214","92:92=215:215","94:94=217:217",
  2118. "96:96=219:219"
  2119. }
  2120. Actor OrangeParticleA2 : OrangeParticleA1
  2121. {
  2122. Scale 0.2
  2123. }
  2124. Actor OrangeParticleB2 : OrangeParticleB1
  2125. {
  2126. Scale 0.2
  2127. }
  2128. Actor OrangeParticleA3 : OrangeParticleA1
  2129. {
  2130. Scale 0.15
  2131. }
  2132. Actor OrangeParticleB3 : OrangeParticleB1
  2133. {
  2134. Scale 0.15
  2135. }
  2136. Actor YellowParticleA1 : WhiteParticleA1
  2137. {
  2138. Translation "80:80=225:225","82:82=226:226","84:84=227:227","86:86=228:228",
  2139. "88:88=160:160","90:90=161:161","92:92=162:162","94:94=163:163",
  2140. "96:96=164:164"
  2141. }
  2142. Actor YellowParticleB1 : WhiteParticleB1
  2143. {
  2144. Translation "80:80=225:225","82:82=226:226","84:84=227:227","86:86=228:228",
  2145. "88:88=160:160","90:90=161:161","92:92=162:162","94:94=163:163",
  2146. "96:96=164:164"
  2147. }
  2148. Actor YellowParticleA2 : YellowParticleA1
  2149. {
  2150. Scale 0.2
  2151. }
  2152. Actor YellowParticleB2 : YellowParticleB1
  2153. {
  2154. Scale 0.2
  2155. }
  2156. Actor YellowParticleA3 : YellowParticleA1
  2157. {
  2158. Scale 0.15
  2159. }
  2160. Actor YellowParticleB3 : YellowParticleB1
  2161. {
  2162. Scale 0.15
  2163. }
  2164. Actor GreenParticleA1 : WhiteParticleA1
  2165. {
  2166. Translation "80:80=112:112","82:82=116:116","84:84=114:114","86:86=115:115",
  2167. "88:88=116:116","90:90=117:117","92:92=118:118","94:94=119:119",
  2168. "96:96=120:120"
  2169. }
  2170. Actor GreenParticleB1 : WhiteParticleB1
  2171. {
  2172. Translation "80:80=112:112","82:82=116:116","84:84=114:114","86:86=115:115",
  2173. "88:88=116:116","90:90=117:117","92:92=118:118","94:94=119:119",
  2174. "96:96=120:120"
  2175. }
  2176. Actor GreenParticleA2 : GreenParticleA1
  2177. {
  2178. Scale 0.2
  2179. }
  2180. Actor GreenParticleB2 : GreenParticleB1
  2181. {
  2182. Scale 0.2
  2183. }
  2184. Actor GreenParticleA3 : GreenParticleA1
  2185. {
  2186. Scale 0.15
  2187. }
  2188. Actor GreenParticleB3 : GreenParticleB1
  2189. {
  2190. Scale 0.15
  2191. }
  2192. Actor ParticleSpawnerWhite
  2193. {
  2194. Height 0
  2195. Radius 0
  2196. Speed 1
  2197. PROJECTILE
  2198. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2199. States
  2200. {
  2201. Spawn:
  2202. TNT1 A 0
  2203. TNT1 A 0 A_Jump(128,2)
  2204. TNT1 A 1
  2205. TNT1 A 0 A_Jump(128,2)
  2206. TNT1 A 1
  2207. TNT1 A 0 A_Jump(128,2)
  2208. TNT1 A 1
  2209. TNT1 A 0 A_Jump(128,2)
  2210. TNT1 A 1
  2211. TNT1 A 0 A_Jump(128,2)
  2212. TNT1 A 1
  2213. TNT1 A 0 A_Jump(128,2)
  2214. TNT1 A 1
  2215. TNT1 A 0 A_Jump(128,2)
  2216. TNT1 A 1
  2217. TNT1 A 0 A_Jump(128,2)
  2218. TNT1 A 1
  2219. TNT1 A 0 A_Jump(128,2)
  2220. TNT1 A 1
  2221. TNT1 A 0 A_Jump(128,2)
  2222. TNT1 A 1
  2223. TNT1 A 0 A_Jump(128,2)
  2224. TNT1 A 1
  2225. TNT1 A 0 A_Jump(128,2)
  2226. TNT1 A 1
  2227. TNT1 A 0 A_Jump(128,2)
  2228. TNT1 A 1
  2229. TNT1 A 0 A_Jump(128,2)
  2230. TNT1 A 1
  2231. TNT1 A 0 A_Jump(128,2)
  2232. TNT1 A 1
  2233. TNT1 A 0 A_Jump(128,2)
  2234. TNT1 A 1
  2235. TNT1 A 0 A_Jump(224,2)
  2236. TNT1 A 1 A_SpawnItem("WhiteParticleA1",0,0,0)
  2237. Stop
  2238. TNT1 A 0 A_Jump(192,2)
  2239. TNT1 A 1 A_SpawnItem("WhiteParticleB1",0,0,0)
  2240. Stop
  2241. TNT1 A 0 A_Jump(160,2)
  2242. TNT1 A 1 A_SpawnItem("WhiteParticleA2",0,0,0)
  2243. Stop
  2244. TNT1 A 0 A_Jump(128,2)
  2245. TNT1 A 1 A_SpawnItem("WhiteParticleB2",0,0,0)
  2246. Stop
  2247. TNT1 A 0 A_Jump(96,2)
  2248. TNT1 A 1 A_SpawnItem("WhiteParticleA3",0,0,0)
  2249. Stop
  2250. TNT1 A 1 A_SpawnItem("WhiteParticleB3",0,0,0)
  2251. Stop
  2252. }
  2253. }
  2254. Actor ParticleSpawnerRed : ParticleSpawnerWhite
  2255. {
  2256. States
  2257. {
  2258. Spawn:
  2259. TNT1 A 0
  2260. TNT1 A 0 A_Jump(128,2)
  2261. TNT1 A 1
  2262. TNT1 A 0 A_Jump(128,2)
  2263. TNT1 A 1
  2264. TNT1 A 0 A_Jump(128,2)
  2265. TNT1 A 1
  2266. TNT1 A 0 A_Jump(128,2)
  2267. TNT1 A 1
  2268. TNT1 A 0 A_Jump(128,2)
  2269. TNT1 A 1
  2270. TNT1 A 0 A_Jump(128,2)
  2271. TNT1 A 1
  2272. TNT1 A 0 A_Jump(128,2)
  2273. TNT1 A 1
  2274. TNT1 A 0 A_Jump(128,2)
  2275. TNT1 A 1
  2276. TNT1 A 0 A_Jump(128,2)
  2277. TNT1 A 1
  2278. TNT1 A 0 A_Jump(128,2)
  2279. TNT1 A 1
  2280. TNT1 A 0 A_Jump(128,2)
  2281. TNT1 A 1
  2282. TNT1 A 0 A_Jump(128,2)
  2283. TNT1 A 1
  2284. TNT1 A 0 A_Jump(128,2)
  2285. TNT1 A 1
  2286. TNT1 A 0 A_Jump(128,2)
  2287. TNT1 A 1
  2288. TNT1 A 0 A_Jump(128,2)
  2289. TNT1 A 1
  2290. TNT1 A 0 A_Jump(128,2)
  2291. TNT1 A 1
  2292. TNT1 A 0 A_Jump(224,2)
  2293. TNT1 A 1 A_SpawnItem("RedParticleA1",0,0,0)
  2294. Stop
  2295. TNT1 A 0 A_Jump(192,2)
  2296. TNT1 A 1 A_SpawnItem("RedParticleB1",0,0,0)
  2297. Stop
  2298. TNT1 A 0 A_Jump(160,2)
  2299. TNT1 A 1 A_SpawnItem("RedParticleA1",0,0,0)
  2300. Stop
  2301. TNT1 A 0 A_Jump(128,2)
  2302. TNT1 A 1 A_SpawnItem("RedParticleB1",0,0,0)
  2303. Stop
  2304. TNT1 A 0 A_Jump(96,2)
  2305. TNT1 A 1 A_SpawnItem("RedParticleA1",0,0,0)
  2306. Stop
  2307. TNT1 A 1 A_SpawnItem("RedParticleB1",0,0,0)
  2308. Stop
  2309. }
  2310. }
  2311. Actor ParticleSpawnerBlue : ParticleSpawnerWhite
  2312. {
  2313. States
  2314. {
  2315. Spawn:
  2316. TNT1 A 0
  2317. TNT1 A 0 A_Jump(128,2)
  2318. TNT1 A 1
  2319. TNT1 A 0 A_Jump(128,2)
  2320. TNT1 A 1
  2321. TNT1 A 0 A_Jump(128,2)
  2322. TNT1 A 1
  2323. TNT1 A 0 A_Jump(128,2)
  2324. TNT1 A 1
  2325. TNT1 A 0 A_Jump(128,2)
  2326. TNT1 A 1
  2327. TNT1 A 0 A_Jump(128,2)
  2328. TNT1 A 1
  2329. TNT1 A 0 A_Jump(128,2)
  2330. TNT1 A 1
  2331. TNT1 A 0 A_Jump(128,2)
  2332. TNT1 A 1
  2333. TNT1 A 0 A_Jump(128,2)
  2334. TNT1 A 1
  2335. TNT1 A 0 A_Jump(128,2)
  2336. TNT1 A 1
  2337. TNT1 A 0 A_Jump(128,2)
  2338. TNT1 A 1
  2339. TNT1 A 0 A_Jump(128,2)
  2340. TNT1 A 1
  2341. TNT1 A 0 A_Jump(128,2)
  2342. TNT1 A 1
  2343. TNT1 A 0 A_Jump(128,2)
  2344. TNT1 A 1
  2345. TNT1 A 0 A_Jump(128,2)
  2346. TNT1 A 1
  2347. TNT1 A 0 A_Jump(128,2)
  2348. TNT1 A 1
  2349. TNT1 A 0 A_Jump(224,2)
  2350. TNT1 A 1 A_SpawnItem("BlueParticleA1",0,0,0)
  2351. Stop
  2352. TNT1 A 0 A_Jump(192,2)
  2353. TNT1 A 1 A_SpawnItem("BlueParticleB1",0,0,0)
  2354. Stop
  2355. TNT1 A 0 A_Jump(160,2)
  2356. TNT1 A 1 A_SpawnItem("BlueParticleA2",0,0,0)
  2357. Stop
  2358. TNT1 A 0 A_Jump(128,2)
  2359. TNT1 A 1 A_SpawnItem("BlueParticleB2",0,0,0)
  2360. Stop
  2361. TNT1 A 0 A_Jump(96,2)
  2362. TNT1 A 1 A_SpawnItem("BlueParticleA3",0,0,0)
  2363. Stop
  2364. TNT1 A 1 A_SpawnItem("BlueParticleB3",0,0,0)
  2365. Stop
  2366. }
  2367. }
  2368. Actor ParticleSpawnerOrange : ParticleSpawnerWhite
  2369. {
  2370. States
  2371. {
  2372. Spawn:
  2373. TNT1 A 0
  2374. TNT1 A 0 A_Jump(128,2)
  2375. TNT1 A 1
  2376. TNT1 A 0 A_Jump(128,2)
  2377. TNT1 A 1
  2378. TNT1 A 0 A_Jump(128,2)
  2379. TNT1 A 1
  2380. TNT1 A 0 A_Jump(128,2)
  2381. TNT1 A 1
  2382. TNT1 A 0 A_Jump(128,2)
  2383. TNT1 A 1
  2384. TNT1 A 0 A_Jump(128,2)
  2385. TNT1 A 1
  2386. TNT1 A 0 A_Jump(128,2)
  2387. TNT1 A 1
  2388. TNT1 A 0 A_Jump(128,2)
  2389. TNT1 A 1
  2390. TNT1 A 0 A_Jump(128,2)
  2391. TNT1 A 1
  2392. TNT1 A 0 A_Jump(128,2)
  2393. TNT1 A 1
  2394. TNT1 A 0 A_Jump(128,2)
  2395. TNT1 A 1
  2396. TNT1 A 0 A_Jump(128,2)
  2397. TNT1 A 1
  2398. TNT1 A 0 A_Jump(128,2)
  2399. TNT1 A 1
  2400. TNT1 A 0 A_Jump(128,2)
  2401. TNT1 A 1
  2402. TNT1 A 0 A_Jump(128,2)
  2403. TNT1 A 1
  2404. TNT1 A 0 A_Jump(128,2)
  2405. TNT1 A 1
  2406. TNT1 A 0 A_Jump(224,2)
  2407. TNT1 A 1 A_SpawnItem("OrangeParticleA1",0,0,0)
  2408. Stop
  2409. TNT1 A 0 A_Jump(192,2)
  2410. TNT1 A 1 A_SpawnItem("OrangeParticleB1",0,0,0)
  2411. Stop
  2412. TNT1 A 0 A_Jump(160,2)
  2413. TNT1 A 1 A_SpawnItem("OrangeParticleA2",0,0,0)
  2414. Stop
  2415. TNT1 A 0 A_Jump(128,2)
  2416. TNT1 A 1 A_SpawnItem("OrangeParticleB2",0,0,0)
  2417. Stop
  2418. TNT1 A 0 A_Jump(96,2)
  2419. TNT1 A 1 A_SpawnItem("OrangeParticleA3",0,0,0)
  2420. Stop
  2421. TNT1 A 1 A_SpawnItem("OrangeParticleB3",0,0,0)
  2422. Stop
  2423. }
  2424. }
  2425. Actor ParticleSpawnerYellow : ParticleSpawnerWhite
  2426. {
  2427. States
  2428. {
  2429. Spawn:
  2430. TNT1 A 0
  2431. TNT1 A 0 A_Jump(128,2)
  2432. TNT1 A 1
  2433. TNT1 A 0 A_Jump(128,2)
  2434. TNT1 A 1
  2435. TNT1 A 0 A_Jump(128,2)
  2436. TNT1 A 1
  2437. TNT1 A 0 A_Jump(128,2)
  2438. TNT1 A 1
  2439. TNT1 A 0 A_Jump(128,2)
  2440. TNT1 A 1
  2441. TNT1 A 0 A_Jump(128,2)
  2442. TNT1 A 1
  2443. TNT1 A 0 A_Jump(128,2)
  2444. TNT1 A 1
  2445. TNT1 A 0 A_Jump(128,2)
  2446. TNT1 A 1
  2447. TNT1 A 0 A_Jump(128,2)
  2448. TNT1 A 1
  2449. TNT1 A 0 A_Jump(128,2)
  2450. TNT1 A 1
  2451. TNT1 A 0 A_Jump(128,2)
  2452. TNT1 A 1
  2453. TNT1 A 0 A_Jump(128,2)
  2454. TNT1 A 1
  2455. TNT1 A 0 A_Jump(128,2)
  2456. TNT1 A 1
  2457. TNT1 A 0 A_Jump(128,2)
  2458. TNT1 A 1
  2459. TNT1 A 0 A_Jump(128,2)
  2460. TNT1 A 1
  2461. TNT1 A 0 A_Jump(128,2)
  2462. TNT1 A 1
  2463. TNT1 A 0 A_Jump(224,2)
  2464. TNT1 A 1 A_SpawnItem("YellowParticleA1",0,0,0)
  2465. Stop
  2466. TNT1 A 0 A_Jump(192,2)
  2467. TNT1 A 1 A_SpawnItem("YellowParticleB1",0,0,0)
  2468. Stop
  2469. TNT1 A 0 A_Jump(160,2)
  2470. TNT1 A 1 A_SpawnItem("YellowParticleA2",0,0,0)
  2471. Stop
  2472. TNT1 A 0 A_Jump(128,2)
  2473. TNT1 A 1 A_SpawnItem("YellowParticleB2",0,0,0)
  2474. Stop
  2475. TNT1 A 0 A_Jump(96,2)
  2476. TNT1 A 1 A_SpawnItem("YellowParticleA3",0,0,0)
  2477. Stop
  2478. TNT1 A 1 A_SpawnItem("YellowParticleB3",0,0,0)
  2479. Stop
  2480. }
  2481. }
  2482. Actor ParticleSpawnerGreen : ParticleSpawnerWhite
  2483. {
  2484. States
  2485. {
  2486. Spawn:
  2487. TNT1 A 0
  2488. TNT1 A 0 A_Jump(128,2)
  2489. TNT1 A 1
  2490. TNT1 A 0 A_Jump(128,2)
  2491. TNT1 A 1
  2492. TNT1 A 0 A_Jump(128,2)
  2493. TNT1 A 1
  2494. TNT1 A 0 A_Jump(128,2)
  2495. TNT1 A 1
  2496. TNT1 A 0 A_Jump(128,2)
  2497. TNT1 A 1
  2498. TNT1 A 0 A_Jump(128,2)
  2499. TNT1 A 1
  2500. TNT1 A 0 A_Jump(128,2)
  2501. TNT1 A 1
  2502. TNT1 A 0 A_Jump(128,2)
  2503. TNT1 A 1
  2504. TNT1 A 0 A_Jump(128,2)
  2505. TNT1 A 1
  2506. TNT1 A 0 A_Jump(128,2)
  2507. TNT1 A 1
  2508. TNT1 A 0 A_Jump(128,2)
  2509. TNT1 A 1
  2510. TNT1 A 0 A_Jump(128,2)
  2511. TNT1 A 1
  2512. TNT1 A 0 A_Jump(128,2)
  2513. TNT1 A 1
  2514. TNT1 A 0 A_Jump(128,2)
  2515. TNT1 A 1
  2516. TNT1 A 0 A_Jump(128,2)
  2517. TNT1 A 1
  2518. TNT1 A 0 A_Jump(128,2)
  2519. TNT1 A 1
  2520. TNT1 A 0 A_Jump(224,2)
  2521. TNT1 A 1 A_SpawnItem("GreenParticleA1",0,0,0)
  2522. Stop
  2523. TNT1 A 0 A_Jump(192,2)
  2524. TNT1 A 1 A_SpawnItem("GreenParticleB1",0,0,0)
  2525. Stop
  2526. TNT1 A 0 A_Jump(160,2)
  2527. TNT1 A 1 A_SpawnItem("GreenParticleA2",0,0,0)
  2528. Stop
  2529. TNT1 A 0 A_Jump(128,2)
  2530. TNT1 A 1 A_SpawnItem("GreenParticleB2",0,0,0)
  2531. Stop
  2532. TNT1 A 0 A_Jump(96,2)
  2533. TNT1 A 1 A_SpawnItem("GreenParticleA3",0,0,0)
  2534. Stop
  2535. TNT1 A 1 A_SpawnItem("GreenParticleB3",0,0,0)
  2536. Stop
  2537. }
  2538. }
  2539. Actor SparkleFountain_W : SwitchableDecoration 20018
  2540. {
  2541. //$Category Stronghold_SFX
  2542. Height 0
  2543. Radius 0
  2544. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2545. States
  2546. {
  2547. Spawn:
  2548. Active:
  2549. TNT1 A 0
  2550. TNT1 A 1 A_CustomMissile("ParticleSpawnerWhite",0,0,random(0,360),2,0)
  2551. Loop
  2552. Inactive:
  2553. TNT1 A 1
  2554. Loop
  2555. }
  2556. }
  2557. Actor SparkleFountain_R : SwitchableDecoration 20019
  2558. {
  2559. //$Category Stronghold_SFX
  2560. Height 0
  2561. Radius 0
  2562. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2563. States
  2564. {
  2565. Spawn:
  2566. Active:
  2567. TNT1 A 0
  2568. TNT1 A 1 A_CustomMissile("ParticleSpawnerRed",0,0,random(0,360),2,0)
  2569. Loop
  2570. Inactive:
  2571. TNT1 A 1
  2572. Loop
  2573. }
  2574. }
  2575. Actor SparkleFountain_B : SwitchableDecoration 20020
  2576. {
  2577. //$Category Stronghold_SFX
  2578. Height 0
  2579. Radius 0
  2580. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2581. States
  2582. {
  2583. Spawn:
  2584. Active:
  2585. TNT1 A 0
  2586. TNT1 A 1 A_CustomMissile("ParticleSpawnerBlue",0,0,random(0,360),2,0)
  2587. Loop
  2588. Inactive:
  2589. TNT1 A 1
  2590. Loop
  2591. }
  2592. }
  2593. Actor SparkelFountain_O : SwitchableDecoration 20021
  2594. {
  2595. //$Category Stronghold_SFX
  2596. Height 0
  2597. Radius 0
  2598. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2599. States
  2600. {
  2601. Spawn:
  2602. Active:
  2603. TNT1 A 0
  2604. TNT1 A 1 A_CustomMissile("ParticleSpawnerOrange",0,0,random(0,360),2,0)
  2605. Loop
  2606. Inactive:
  2607. TNT1 A 1
  2608. Loop
  2609. }
  2610. }
  2611. Actor SparkelFountain_Y : SwitchableDecoration 20022
  2612. {
  2613. //$Category Stronghold_SFX
  2614. Height 0
  2615. Radius 0
  2616. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2617. States
  2618. {
  2619. Spawn:
  2620. Active:
  2621. TNT1 A 0
  2622. TNT1 A 1 A_CustomMissile("ParticleSpawnerYellow",0,0,random(0,360),2,0)
  2623. Loop
  2624. Inactive:
  2625. TNT1 A 1
  2626. Loop
  2627. }
  2628. }
  2629. Actor SparkleFountain_G : SwitchableDecoration 20023
  2630. {
  2631. //$Category Stronghold_SFX
  2632. Height 0
  2633. Radius 0
  2634. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2635. States
  2636. {
  2637. Spawn:
  2638. Active:
  2639. TNT1 A 0
  2640. TNT1 A 1 A_CustomMissile("ParticleSpawnerGreen",0,0,random(0,360),2,0)
  2641. Loop
  2642. Inactive:
  2643. TNT1 A 1
  2644. Loop
  2645. }
  2646. }
  2647. Actor SparkFlare_B1
  2648. {
  2649. Height 0
  2650. Radius 0
  2651. +Missile +NoGravity +NoClip +NoBlockMap +NoInteraction
  2652. RenderStyle Add
  2653. Translation "80:104=192:204","105:111=240:246","3:3=206:206"
  2654. States
  2655. {
  2656. Spawn:
  2657. SPRK A 1 Bright
  2658. SPRK B 1 Bright A_SetTranslucent(.8,1)
  2659. SPRK C 1 Bright A_SetTranslucent(.7,1)
  2660. SPRK D 1 Bright A_SetTranslucent(.6,1)
  2661. SPRK E 1 Bright A_SetTranslucent(.5,1)
  2662. SPRK F 1 Bright A_SetTranslucent(.4,1)
  2663. SPRK G 1 Bright A_SetTranslucent(.3,1)
  2664. SPRK H 1 Bright A_SetTranslucent(.2,1)
  2665. Stop
  2666. }
  2667. }
  2668. Actor SparkFlare_G1 : SparkFlare_B1
  2669. {
  2670. Translation "80:111=112:127","3:3=125:125"
  2671. }
  2672. Actor SparkFlare_O1 : SparkFlare_B1
  2673. {
  2674. Translation "80:106=209:223","107:111=232:236","3:3=233:233"
  2675. }
  2676. Actor SparkFlare_R1 : SparkFlare_B1
  2677. {
  2678. Translation "80:111=169:191","3:3=187:187"
  2679. }
  2680. Actor SparkFlare_C1 : SparkFlare_B1
  2681. {
  2682. Translation "80:82=225:227","83:83=160:160","84:87=228:231","88:111=161:167","3:3=164:164"
  2683. }
  2684. Actor SparkFlare_Y1 : SparkFlare_B1
  2685. {
  2686. Translation "80:97=225:227","98:98=160:160","99:103=228:231","104:111=161:167","3:3=161:161"
  2687. }
  2688. Actor Sparker_B_Down : SwitchableDecoration 20000
  2689. {
  2690. //$Category Stronghold_SFX
  2691. Height 2
  2692. Radius 0
  2693. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2694. States
  2695. {
  2696. Spawn:
  2697. Active:
  2698. TNT1 A 0
  2699. TNT1 A 0 A_PlaySound("world/spark")
  2700. TNT1 A 1 A_SpawnItem("SparkFlare_B1",0,0,0)
  2701. TNT1 A 0 A_CustomMissile("Spark_B1",0,0,random(0,360),2,random(-158,-22))
  2702. TNT1 A 0 A_CustomMissile("Spark_B2",0,0,random(0,360),2,random(-158,-22))
  2703. TNT1 A 0 A_CustomMissile("Spark_B3",0,0,random(0,360),2,random(-158,-22))
  2704. TNT1 A 0 A_CustomMissile("Spark_B4",0,0,random(0,360),2,random(-158,-22))
  2705. TNT1 A 0 A_CustomMissile("Spark_B5",0,0,random(0,360),2,random(-158,-22))
  2706. TNT1 A 0 A_CustomMissile("Spark_B6",0,0,random(0,360),2,random(-158,-22))
  2707. TNT1 A 0 A_CustomMissile("Spark_B7",0,0,random(0,360),2,random(-158,-22))
  2708. TNT1 A 0 A_CustomMissile("Spark_B8",0,0,random(0,360),2,random(-158,-22))
  2709. TNT1 A 0 A_CustomMissile("Spark_B9",0,0,random(0,360),2,random(-158,-22))
  2710. TNT1 A 1 A_CustomMissile("Spark_B1",0,0,random(0,360),2,random(-158,-22))
  2711. TNT1 A 0 A_CustomMissile("Spark_B2",0,0,random(0,360),2,random(-158,-22))
  2712. TNT1 A 0 A_CustomMissile("Spark_B3",0,0,random(0,360),2,random(-158,-22))
  2713. TNT1 A 0 A_CustomMissile("Spark_B4",0,0,random(0,360),2,random(-158,-22))
  2714. TNT1 A 0 A_CustomMissile("Spark_B5",0,0,random(0,360),2,random(-158,-22))
  2715. TNT1 A 0 A_CustomMissile("Spark_B6",0,0,random(0,360),2,random(-158,-22))
  2716. TNT1 A 0 A_CustomMissile("Spark_B7",0,0,random(0,360),2,random(-158,-22))
  2717. TNT1 A 0 A_CustomMissile("Spark_B8",0,0,random(0,360),2,random(-158,-22))
  2718. TNT1 A 0 A_CustomMissile("Spark_B9",0,0,random(0,360),2,random(-158,-22))
  2719. Goto Inactive
  2720. Inactive:
  2721. TNT1 A 1
  2722. Loop
  2723. }
  2724. }
  2725. Actor Sparker_B_Normal : SwitchableDecoration 20001
  2726. {
  2727. //$Category Stronghold_SFX
  2728. Height 2
  2729. Radius 0
  2730. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2731. States
  2732. {
  2733. Spawn:
  2734. Active:
  2735. TNT1 A 0
  2736. TNT1 A 0 A_PlaySound("world/spark")
  2737. TNT1 A 1 A_SpawnItem("SparkFlare_B1",0,0,0)
  2738. TNT1 A 0 A_CustomMissile("Spark_B1",0,0,random(0,360),2,random(45,135))
  2739. TNT1 A 0 A_CustomMissile("Spark_B2",0,0,random(0,360),2,random(45,135))
  2740. TNT1 A 0 A_CustomMissile("Spark_B3",0,0,random(0,360),2,random(45,135))
  2741. TNT1 A 0 A_CustomMissile("Spark_B4",0,0,random(0,360),2,random(45,135))
  2742. TNT1 A 0 A_CustomMissile("Spark_B5",0,0,random(0,360),2,random(45,135))
  2743. TNT1 A 0 A_CustomMissile("Spark_B6",0,0,random(0,360),2,random(45,135))
  2744. TNT1 A 0 A_CustomMissile("Spark_B7",0,0,random(0,360),2,random(45,135))
  2745. TNT1 A 0 A_CustomMissile("Spark_B8",0,0,random(0,360),2,random(45,135))
  2746. TNT1 A 0 A_CustomMissile("Spark_B9",0,0,random(0,360),2,random(45,135))
  2747. TNT1 A 1 A_CustomMissile("Spark_B1",0,0,random(0,360),2,random(45,135))
  2748. TNT1 A 0 A_CustomMissile("Spark_B2",0,0,random(0,360),2,random(45,135))
  2749. TNT1 A 0 A_CustomMissile("Spark_B3",0,0,random(0,360),2,random(45,135))
  2750. TNT1 A 0 A_CustomMissile("Spark_B4",0,0,random(0,360),2,random(45,135))
  2751. TNT1 A 0 A_CustomMissile("Spark_B5",0,0,random(0,360),2,random(45,135))
  2752. TNT1 A 0 A_CustomMissile("Spark_B6",0,0,random(0,360),2,random(45,135))
  2753. TNT1 A 0 A_CustomMissile("Spark_B7",0,0,random(0,360),2,random(45,135))
  2754. TNT1 A 0 A_CustomMissile("Spark_B8",0,0,random(0,360),2,random(45,135))
  2755. TNT1 A 0 A_CustomMissile("Spark_B9",0,0,random(0,360),2,random(45,135))
  2756. Goto Inactive
  2757. Inactive:
  2758. TNT1 A 1
  2759. Loop
  2760. }
  2761. }
  2762. Actor Sparker_B_Up : SwitchableDecoration 20002
  2763. {
  2764. //$Category Stronghold_SFX
  2765. Height 2
  2766. Radius 0
  2767. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2768. States
  2769. {
  2770. Spawn:
  2771. Active:
  2772. TNT1 A 0
  2773. TNT1 A 0 A_PlaySound("world/spark")
  2774. TNT1 A 1 A_SpawnItem("SparkFlare_B1",0,0,0)
  2775. TNT1 A 0 A_CustomMissile("Spark_B1",0,0,random(-45,45),2,random(-45,45))
  2776. TNT1 A 0 A_CustomMissile("Spark_B2",0,0,random(-45,45),2,random(-45,45))
  2777. TNT1 A 0 A_CustomMissile("Spark_B3",0,0,random(-45,45),2,random(-45,45))
  2778. TNT1 A 0 A_CustomMissile("Spark_B4",0,0,random(-45,45),2,random(-45,45))
  2779. TNT1 A 0 A_CustomMissile("Spark_B5",0,0,random(-45,45),2,random(-45,45))
  2780. TNT1 A 0 A_CustomMissile("Spark_B6",0,0,random(-45,45),2,random(-45,45))
  2781. TNT1 A 0 A_CustomMissile("Spark_B7",0,0,random(-45,45),2,random(-45,45))
  2782. TNT1 A 0 A_CustomMissile("Spark_B8",0,0,random(-45,45),2,random(-45,45))
  2783. TNT1 A 0 A_CustomMissile("Spark_B9",0,0,random(-45,45),2,random(-45,45))
  2784. TNT1 A 1 A_CustomMissile("Spark_B1",0,0,random(-45,45),2,random(-45,45))
  2785. TNT1 A 0 A_CustomMissile("Spark_B2",0,0,random(-45,45),2,random(-45,45))
  2786. TNT1 A 0 A_CustomMissile("Spark_B3",0,0,random(-45,45),2,random(-45,45))
  2787. TNT1 A 0 A_CustomMissile("Spark_B4",0,0,random(-45,45),2,random(-45,45))
  2788. TNT1 A 0 A_CustomMissile("Spark_B5",0,0,random(-45,45),2,random(-45,45))
  2789. TNT1 A 0 A_CustomMissile("Spark_B6",0,0,random(-45,45),2,random(-45,45))
  2790. TNT1 A 0 A_CustomMissile("Spark_B7",0,0,random(-45,45),2,random(-45,45))
  2791. TNT1 A 0 A_CustomMissile("Spark_B8",0,0,random(-45,45),2,random(-45,45))
  2792. TNT1 A 0 A_CustomMissile("Spark_B9",0,0,random(-45,45),2,random(-45,45))
  2793. Goto Inactive
  2794. Inactive:
  2795. TNT1 A 1
  2796. Loop
  2797. }
  2798. }
  2799. Actor Sparker_G_Down : SwitchableDecoration 20003
  2800. {
  2801. //$Category Stronghold_SFX
  2802. Height 2
  2803. Radius 0
  2804. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2805. States
  2806. {
  2807. Spawn:
  2808. Active:
  2809. TNT1 A 0
  2810. TNT1 A 0 A_PlaySound("world/spark")
  2811. TNT1 A 1 A_SpawnItem("SparkFlare_G1",0,0,0)
  2812. TNT1 A 0 A_CustomMissile("Spark_G1",0,0,random(0,360),2,random(-158,-22))
  2813. TNT1 A 0 A_CustomMissile("Spark_G2",0,0,random(0,360),2,random(-158,-22))
  2814. TNT1 A 0 A_CustomMissile("Spark_G3",0,0,random(0,360),2,random(-158,-22))
  2815. TNT1 A 0 A_CustomMissile("Spark_G4",0,0,random(0,360),2,random(-158,-22))
  2816. TNT1 A 0 A_CustomMissile("Spark_G5",0,0,random(0,360),2,random(-158,-22))
  2817. TNT1 A 0 A_CustomMissile("Spark_G6",0,0,random(0,360),2,random(-158,-22))
  2818. TNT1 A 0 A_CustomMissile("Spark_G7",0,0,random(0,360),2,random(-158,-22))
  2819. TNT1 A 0 A_CustomMissile("Spark_G8",0,0,random(0,360),2,random(-158,-22))
  2820. TNT1 A 0 A_CustomMissile("Spark_G9",0,0,random(0,360),2,random(-158,-22))
  2821. TNT1 A 1 A_CustomMissile("Spark_G1",0,0,random(0,360),2,random(-158,-22))
  2822. TNT1 A 0 A_CustomMissile("Spark_G2",0,0,random(0,360),2,random(-158,-22))
  2823. TNT1 A 0 A_CustomMissile("Spark_G3",0,0,random(0,360),2,random(-158,-22))
  2824. TNT1 A 0 A_CustomMissile("Spark_G4",0,0,random(0,360),2,random(-158,-22))
  2825. TNT1 A 0 A_CustomMissile("Spark_G5",0,0,random(0,360),2,random(-158,-22))
  2826. TNT1 A 0 A_CustomMissile("Spark_G6",0,0,random(0,360),2,random(-158,-22))
  2827. TNT1 A 0 A_CustomMissile("Spark_G7",0,0,random(0,360),2,random(-158,-22))
  2828. TNT1 A 0 A_CustomMissile("Spark_G8",0,0,random(0,360),2,random(-158,-22))
  2829. TNT1 A 0 A_CustomMissile("Spark_G9",0,0,random(0,360),2,random(-158,-22))
  2830. Goto Inactive
  2831. Inactive:
  2832. TNT1 A 1
  2833. Loop
  2834. }
  2835. }
  2836. Actor Sparker_G_Normal : SwitchableDecoration 20004
  2837. {
  2838. //$Category Stronghold_SFX
  2839. Height 2
  2840. Radius 0
  2841. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2842. States
  2843. {
  2844. Spawn:
  2845. Active:
  2846. TNT1 A 0
  2847. TNT1 A 0 A_PlaySound("world/spark")
  2848. TNT1 A 1 A_SpawnItem("SparkFlare_G1",0,0,0)
  2849. TNT1 A 0 A_CustomMissile("Spark_G1",0,0,random(0,360),2,random(45,135))
  2850. TNT1 A 0 A_CustomMissile("Spark_G2",0,0,random(0,360),2,random(45,135))
  2851. TNT1 A 0 A_CustomMissile("Spark_G3",0,0,random(0,360),2,random(45,135))
  2852. TNT1 A 0 A_CustomMissile("Spark_G4",0,0,random(0,360),2,random(45,135))
  2853. TNT1 A 0 A_CustomMissile("Spark_G5",0,0,random(0,360),2,random(45,135))
  2854. TNT1 A 0 A_CustomMissile("Spark_G6",0,0,random(0,360),2,random(45,135))
  2855. TNT1 A 0 A_CustomMissile("Spark_G7",0,0,random(0,360),2,random(45,135))
  2856. TNT1 A 0 A_CustomMissile("Spark_G8",0,0,random(0,360),2,random(45,135))
  2857. TNT1 A 0 A_CustomMissile("Spark_G9",0,0,random(0,360),2,random(45,135))
  2858. TNT1 A 1 A_CustomMissile("Spark_G1",0,0,random(0,360),2,random(45,135))
  2859. TNT1 A 0 A_CustomMissile("Spark_G2",0,0,random(0,360),2,random(45,135))
  2860. TNT1 A 0 A_CustomMissile("Spark_G3",0,0,random(0,360),2,random(45,135))
  2861. TNT1 A 0 A_CustomMissile("Spark_G4",0,0,random(0,360),2,random(45,135))
  2862. TNT1 A 0 A_CustomMissile("Spark_G5",0,0,random(0,360),2,random(45,135))
  2863. TNT1 A 0 A_CustomMissile("Spark_G6",0,0,random(0,360),2,random(45,135))
  2864. TNT1 A 0 A_CustomMissile("Spark_G7",0,0,random(0,360),2,random(45,135))
  2865. TNT1 A 0 A_CustomMissile("Spark_G8",0,0,random(0,360),2,random(45,135))
  2866. TNT1 A 0 A_CustomMissile("Spark_G9",0,0,random(0,360),2,random(45,135))
  2867. Goto Inactive
  2868. Inactive:
  2869. TNT1 A 1
  2870. Loop
  2871. }
  2872. }
  2873. Actor Sparker_G_Up : SwitchableDecoration 20005
  2874. {
  2875. //$Category Stronghold_SFX
  2876. Height 2
  2877. Radius 0
  2878. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2879. States
  2880. {
  2881. Spawn:
  2882. Active:
  2883. TNT1 A 0
  2884. TNT1 A 0 A_PlaySound("world/spark")
  2885. TNT1 A 1 A_SpawnItem("SparkFlare_G1",0,0,0)
  2886. TNT1 A 0 A_CustomMissile("Spark_G1",0,0,random(-45,45),2,random(-45,45))
  2887. TNT1 A 0 A_CustomMissile("Spark_G2",0,0,random(-45,45),2,random(-45,45))
  2888. TNT1 A 0 A_CustomMissile("Spark_G3",0,0,random(-45,45),2,random(-45,45))
  2889. TNT1 A 0 A_CustomMissile("Spark_G4",0,0,random(-45,45),2,random(-45,45))
  2890. TNT1 A 0 A_CustomMissile("Spark_G5",0,0,random(-45,45),2,random(-45,45))
  2891. TNT1 A 0 A_CustomMissile("Spark_G6",0,0,random(-45,45),2,random(-45,45))
  2892. TNT1 A 0 A_CustomMissile("Spark_G7",0,0,random(-45,45),2,random(-45,45))
  2893. TNT1 A 0 A_CustomMissile("Spark_G8",0,0,random(-45,45),2,random(-45,45))
  2894. TNT1 A 0 A_CustomMissile("Spark_G9",0,0,random(-45,45),2,random(-45,45))
  2895. TNT1 A 1 A_CustomMissile("Spark_G1",0,0,random(-45,45),2,random(-45,45))
  2896. TNT1 A 0 A_CustomMissile("Spark_G2",0,0,random(-45,45),2,random(-45,45))
  2897. TNT1 A 0 A_CustomMissile("Spark_G3",0,0,random(-45,45),2,random(-45,45))
  2898. TNT1 A 0 A_CustomMissile("Spark_G4",0,0,random(-45,45),2,random(-45,45))
  2899. TNT1 A 0 A_CustomMissile("Spark_G5",0,0,random(-45,45),2,random(-45,45))
  2900. TNT1 A 0 A_CustomMissile("Spark_G6",0,0,random(-45,45),2,random(-45,45))
  2901. TNT1 A 0 A_CustomMissile("Spark_G7",0,0,random(-45,45),2,random(-45,45))
  2902. TNT1 A 0 A_CustomMissile("Spark_G8",0,0,random(-45,45),2,random(-45,45))
  2903. TNT1 A 0 A_CustomMissile("Spark_G9",0,0,random(-45,45),2,random(-45,45))
  2904. Goto Inactive
  2905. Inactive:
  2906. TNT1 A 1
  2907. Loop
  2908. }
  2909. }
  2910. Actor Sparker_O_Down : SwitchableDecoration 20006
  2911. {
  2912. //$Category Stronghold_SFX
  2913. Height 2
  2914. Radius 0
  2915. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2916. States
  2917. {
  2918. Spawn:
  2919. Active:
  2920. TNT1 A 0
  2921. TNT1 A 0 A_PlaySound("world/spark")
  2922. TNT1 A 1 A_SpawnItem("SparkFlare_O1",0,0,0)
  2923. TNT1 A 0 A_CustomMissile("Spark_O1",0,0,random(0,360),2,random(-158,-22))
  2924. TNT1 A 0 A_CustomMissile("Spark_O2",0,0,random(0,360),2,random(-158,-22))
  2925. TNT1 A 0 A_CustomMissile("Spark_O3",0,0,random(0,360),2,random(-158,-22))
  2926. TNT1 A 0 A_CustomMissile("Spark_O4",0,0,random(0,360),2,random(-158,-22))
  2927. TNT1 A 0 A_CustomMissile("Spark_O5",0,0,random(0,360),2,random(-158,-22))
  2928. TNT1 A 0 A_CustomMissile("Spark_O6",0,0,random(0,360),2,random(-158,-22))
  2929. TNT1 A 0 A_CustomMissile("Spark_O7",0,0,random(0,360),2,random(-158,-22))
  2930. TNT1 A 0 A_CustomMissile("Spark_O8",0,0,random(0,360),2,random(-158,-22))
  2931. TNT1 A 0 A_CustomMissile("Spark_O9",0,0,random(0,360),2,random(-158,-22))
  2932. TNT1 A 1 A_CustomMissile("Spark_O1",0,0,random(0,360),2,random(-158,-22))
  2933. TNT1 A 0 A_CustomMissile("Spark_O2",0,0,random(0,360),2,random(-158,-22))
  2934. TNT1 A 0 A_CustomMissile("Spark_O3",0,0,random(0,360),2,random(-158,-22))
  2935. TNT1 A 0 A_CustomMissile("Spark_O4",0,0,random(0,360),2,random(-158,-22))
  2936. TNT1 A 0 A_CustomMissile("Spark_O5",0,0,random(0,360),2,random(-158,-22))
  2937. TNT1 A 0 A_CustomMissile("Spark_O6",0,0,random(0,360),2,random(-158,-22))
  2938. TNT1 A 0 A_CustomMissile("Spark_O7",0,0,random(0,360),2,random(-158,-22))
  2939. TNT1 A 0 A_CustomMissile("Spark_O8",0,0,random(0,360),2,random(-158,-22))
  2940. TNT1 A 0 A_CustomMissile("Spark_O9",0,0,random(0,360),2,random(-158,-22))
  2941. Goto Inactive
  2942. Inactive:
  2943. TNT1 A 1
  2944. Loop
  2945. }
  2946. }
  2947. Actor Sparker_O_Normal : SwitchableDecoration 20007
  2948. {
  2949. //$Category Stronghold_SFX
  2950. Height 2
  2951. Radius 0
  2952. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2953. States
  2954. {
  2955. Spawn:
  2956. Active:
  2957. TNT1 A 0
  2958. TNT1 A 0 A_PlaySound("world/spark")
  2959. TNT1 A 1 A_SpawnItem("SparkFlare_O1",0,0,0)
  2960. TNT1 A 0 A_CustomMissile("Spark_O1",0,0,random(0,360),2,random(45,135))
  2961. TNT1 A 0 A_CustomMissile("Spark_O2",0,0,random(0,360),2,random(45,135))
  2962. TNT1 A 0 A_CustomMissile("Spark_O3",0,0,random(0,360),2,random(45,135))
  2963. TNT1 A 0 A_CustomMissile("Spark_O4",0,0,random(0,360),2,random(45,135))
  2964. TNT1 A 0 A_CustomMissile("Spark_O5",0,0,random(0,360),2,random(45,135))
  2965. TNT1 A 0 A_CustomMissile("Spark_O6",0,0,random(0,360),2,random(45,135))
  2966. TNT1 A 0 A_CustomMissile("Spark_O7",0,0,random(0,360),2,random(45,135))
  2967. TNT1 A 0 A_CustomMissile("Spark_O8",0,0,random(0,360),2,random(45,135))
  2968. TNT1 A 0 A_CustomMissile("Spark_O9",0,0,random(0,360),2,random(45,135))
  2969. TNT1 A 1 A_CustomMissile("Spark_O1",0,0,random(0,360),2,random(45,135))
  2970. TNT1 A 0 A_CustomMissile("Spark_O2",0,0,random(0,360),2,random(45,135))
  2971. TNT1 A 0 A_CustomMissile("Spark_O3",0,0,random(0,360),2,random(45,135))
  2972. TNT1 A 0 A_CustomMissile("Spark_O4",0,0,random(0,360),2,random(45,135))
  2973. TNT1 A 0 A_CustomMissile("Spark_O5",0,0,random(0,360),2,random(45,135))
  2974. TNT1 A 0 A_CustomMissile("Spark_O6",0,0,random(0,360),2,random(45,135))
  2975. TNT1 A 0 A_CustomMissile("Spark_O7",0,0,random(0,360),2,random(45,135))
  2976. TNT1 A 0 A_CustomMissile("Spark_O8",0,0,random(0,360),2,random(45,135))
  2977. TNT1 A 0 A_CustomMissile("Spark_O9",0,0,random(0,360),2,random(45,135))
  2978. Goto Inactive
  2979. Inactive:
  2980. TNT1 A 1
  2981. Loop
  2982. }
  2983. }
  2984. Actor Sparker_O_Up : SwitchableDecoration 20008
  2985. {
  2986. //$Category Stronghold_SFX
  2987. Height 2
  2988. Radius 0
  2989. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  2990. States
  2991. {
  2992. Spawn:
  2993. Active:
  2994. TNT1 A 0
  2995. TNT1 A 0 A_PlaySound("world/spark")
  2996. TNT1 A 1 A_SpawnItem("SparkFlare_O1",0,0,0)
  2997. TNT1 A 0 A_CustomMissile("Spark_O1",0,0,random(-45,45),2,random(-45,45))
  2998. TNT1 A 0 A_CustomMissile("Spark_O2",0,0,random(-45,45),2,random(-45,45))
  2999. TNT1 A 0 A_CustomMissile("Spark_O3",0,0,random(-45,45),2,random(-45,45))
  3000. TNT1 A 0 A_CustomMissile("Spark_O4",0,0,random(-45,45),2,random(-45,45))
  3001. TNT1 A 0 A_CustomMissile("Spark_O5",0,0,random(-45,45),2,random(-45,45))
  3002. TNT1 A 0 A_CustomMissile("Spark_O6",0,0,random(-45,45),2,random(-45,45))
  3003. TNT1 A 0 A_CustomMissile("Spark_O7",0,0,random(-45,45),2,random(-45,45))
  3004. TNT1 A 0 A_CustomMissile("Spark_O8",0,0,random(-45,45),2,random(-45,45))
  3005. TNT1 A 0 A_CustomMissile("Spark_O9",0,0,random(-45,45),2,random(-45,45))
  3006. TNT1 A 1 A_CustomMissile("Spark_O1",0,0,random(-45,45),2,random(-45,45))
  3007. TNT1 A 0 A_CustomMissile("Spark_O2",0,0,random(-45,45),2,random(-45,45))
  3008. TNT1 A 0 A_CustomMissile("Spark_O3",0,0,random(-45,45),2,random(-45,45))
  3009. TNT1 A 0 A_CustomMissile("Spark_O4",0,0,random(-45,45),2,random(-45,45))
  3010. TNT1 A 0 A_CustomMissile("Spark_O5",0,0,random(-45,45),2,random(-45,45))
  3011. TNT1 A 0 A_CustomMissile("Spark_O6",0,0,random(-45,45),2,random(-45,45))
  3012. TNT1 A 0 A_CustomMissile("Spark_O7",0,0,random(-45,45),2,random(-45,45))
  3013. TNT1 A 0 A_CustomMissile("Spark_O8",0,0,random(-45,45),2,random(-45,45))
  3014. TNT1 A 0 A_CustomMissile("Spark_O9",0,0,random(-45,45),2,random(-45,45))
  3015. Goto Inactive
  3016. Inactive:
  3017. TNT1 A 1
  3018. Loop
  3019. }
  3020. }
  3021. Actor Sparker_R_Down : SwitchableDecoration 20009
  3022. {
  3023. //$Category Stronghold_SFX
  3024. Height 2
  3025. Radius 0
  3026. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3027. States
  3028. {
  3029. Spawn:
  3030. Active:
  3031. TNT1 A 0
  3032. TNT1 A 0 A_PlaySound("world/spark")
  3033. TNT1 A 1 A_SpawnItem("SparkFlare_R1",0,0,0)
  3034. TNT1 A 0 A_CustomMissile("Spark_R1",0,0,random(0,360),2,random(-158,-22))
  3035. TNT1 A 0 A_CustomMissile("Spark_R2",0,0,random(0,360),2,random(-158,-22))
  3036. TNT1 A 0 A_CustomMissile("Spark_R3",0,0,random(0,360),2,random(-158,-22))
  3037. TNT1 A 0 A_CustomMissile("Spark_R4",0,0,random(0,360),2,random(-158,-22))
  3038. TNT1 A 0 A_CustomMissile("Spark_R5",0,0,random(0,360),2,random(-158,-22))
  3039. TNT1 A 0 A_CustomMissile("Spark_R6",0,0,random(0,360),2,random(-158,-22))
  3040. TNT1 A 0 A_CustomMissile("Spark_R7",0,0,random(0,360),2,random(-158,-22))
  3041. TNT1 A 0 A_CustomMissile("Spark_R8",0,0,random(0,360),2,random(-158,-22))
  3042. TNT1 A 0 A_CustomMissile("Spark_R9",0,0,random(0,360),2,random(-158,-22))
  3043. TNT1 A 1 A_CustomMissile("Spark_R1",0,0,random(0,360),2,random(-158,-22))
  3044. TNT1 A 0 A_CustomMissile("Spark_R2",0,0,random(0,360),2,random(-158,-22))
  3045. TNT1 A 0 A_CustomMissile("Spark_R3",0,0,random(0,360),2,random(-158,-22))
  3046. TNT1 A 0 A_CustomMissile("Spark_R4",0,0,random(0,360),2,random(-158,-22))
  3047. TNT1 A 0 A_CustomMissile("Spark_R5",0,0,random(0,360),2,random(-158,-22))
  3048. TNT1 A 0 A_CustomMissile("Spark_R6",0,0,random(0,360),2,random(-158,-22))
  3049. TNT1 A 0 A_CustomMissile("Spark_R7",0,0,random(0,360),2,random(-158,-22))
  3050. TNT1 A 0 A_CustomMissile("Spark_R8",0,0,random(0,360),2,random(-158,-22))
  3051. TNT1 A 0 A_CustomMissile("Spark_R9",0,0,random(0,360),2,random(-158,-22))
  3052. Goto Inactive
  3053. Inactive:
  3054. TNT1 A 1
  3055. Loop
  3056. }
  3057. }
  3058. Actor Sparker_R_Normal : SwitchableDecoration 20010
  3059. {
  3060. //$Category Stronghold_SFX
  3061. Height 2
  3062. Radius 0
  3063. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3064. States
  3065. {
  3066. Spawn:
  3067. Active:
  3068. TNT1 A 0
  3069. TNT1 A 0 A_PlaySound("world/spark")
  3070. TNT1 A 1 A_SpawnItem("SparkFlare_R1",0,0,0)
  3071. TNT1 A 0 A_CustomMissile("Spark_R1",0,0,random(0,360),2,random(45,135))
  3072. TNT1 A 0 A_CustomMissile("Spark_R2",0,0,random(0,360),2,random(45,135))
  3073. TNT1 A 0 A_CustomMissile("Spark_R3",0,0,random(0,360),2,random(45,135))
  3074. TNT1 A 0 A_CustomMissile("Spark_R4",0,0,random(0,360),2,random(45,135))
  3075. TNT1 A 0 A_CustomMissile("Spark_R5",0,0,random(0,360),2,random(45,135))
  3076. TNT1 A 0 A_CustomMissile("Spark_R6",0,0,random(0,360),2,random(45,135))
  3077. TNT1 A 0 A_CustomMissile("Spark_R7",0,0,random(0,360),2,random(45,135))
  3078. TNT1 A 0 A_CustomMissile("Spark_R8",0,0,random(0,360),2,random(45,135))
  3079. TNT1 A 0 A_CustomMissile("Spark_R9",0,0,random(0,360),2,random(45,135))
  3080. TNT1 A 0 A_CustomMissile("Spark_R1",0,0,random(0,360),2,random(45,135))
  3081. TNT1 A 1 A_CustomMissile("Spark_R2",0,0,random(0,360),2,random(45,135))
  3082. TNT1 A 0 A_CustomMissile("Spark_R3",0,0,random(0,360),2,random(45,135))
  3083. TNT1 A 0 A_CustomMissile("Spark_R4",0,0,random(0,360),2,random(45,135))
  3084. TNT1 A 0 A_CustomMissile("Spark_R5",0,0,random(0,360),2,random(45,135))
  3085. TNT1 A 0 A_CustomMissile("Spark_R6",0,0,random(0,360),2,random(45,135))
  3086. TNT1 A 0 A_CustomMissile("Spark_R7",0,0,random(0,360),2,random(45,135))
  3087. TNT1 A 0 A_CustomMissile("Spark_R8",0,0,random(0,360),2,random(45,135))
  3088. TNT1 A 0 A_CustomMissile("Spark_R9",0,0,random(0,360),2,random(45,135))
  3089. Goto Inactive
  3090. Inactive:
  3091. TNT1 A 1
  3092. Loop
  3093. }
  3094. }
  3095. Actor Sparker_R_Up : SwitchableDecoration 20011
  3096. {
  3097. //$Category Stronghold_SFX
  3098. Height 2
  3099. Radius 0
  3100. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3101. States
  3102. {
  3103. Spawn:
  3104. Active:
  3105. TNT1 A 0
  3106. TNT1 A 0 A_PlaySound("world/spark")
  3107. TNT1 A 1 A_SpawnItem("SparkFlare_R1",0,0,0)
  3108. TNT1 A 0 A_CustomMissile("Spark_R1",0,0,random(-45,45),2,random(-45,45))
  3109. TNT1 A 0 A_CustomMissile("Spark_R2",0,0,random(-45,45),2,random(-45,45))
  3110. TNT1 A 0 A_CustomMissile("Spark_R3",0,0,random(-45,45),2,random(-45,45))
  3111. TNT1 A 0 A_CustomMissile("Spark_R4",0,0,random(-45,45),2,random(-45,45))
  3112. TNT1 A 0 A_CustomMissile("Spark_R5",0,0,random(-45,45),2,random(-45,45))
  3113. TNT1 A 0 A_CustomMissile("Spark_R6",0,0,random(-45,45),2,random(-45,45))
  3114. TNT1 A 0 A_CustomMissile("Spark_R7",0,0,random(-45,45),2,random(-45,45))
  3115. TNT1 A 0 A_CustomMissile("Spark_R8",0,0,random(-45,45),2,random(-45,45))
  3116. TNT1 A 0 A_CustomMissile("Spark_R9",0,0,random(-45,45),2,random(-45,45))
  3117. TNT1 A 1 A_CustomMissile("Spark_R1",0,0,random(-45,45),2,random(-45,45))
  3118. TNT1 A 0 A_CustomMissile("Spark_R2",0,0,random(-45,45),2,random(-45,45))
  3119. TNT1 A 0 A_CustomMissile("Spark_R3",0,0,random(-45,45),2,random(-45,45))
  3120. TNT1 A 0 A_CustomMissile("Spark_R4",0,0,random(-45,45),2,random(-45,45))
  3121. TNT1 A 0 A_CustomMissile("Spark_R5",0,0,random(-45,45),2,random(-45,45))
  3122. TNT1 A 0 A_CustomMissile("Spark_R6",0,0,random(-45,45),2,random(-45,45))
  3123. TNT1 A 0 A_CustomMissile("Spark_R7",0,0,random(-45,45),2,random(-45,45))
  3124. TNT1 A 0 A_CustomMissile("Spark_R8",0,0,random(-45,45),2,random(-45,45))
  3125. TNT1 A 0 A_CustomMissile("Spark_R9",0,0,random(-45,45),2,random(-45,45))
  3126. Goto Inactive
  3127. Inactive:
  3128. TNT1 A 1
  3129. Loop
  3130. }
  3131. }
  3132. Actor Sparker_C_Down : SwitchableDecoration 20012
  3133. {
  3134. //$Category Stronghold_SFX
  3135. Height 2
  3136. Radius 0
  3137. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3138. States
  3139. {
  3140. Spawn:
  3141. Active:
  3142. TNT1 A 0
  3143. TNT1 A 0 A_PlaySound("world/spark")
  3144. TNT1 A 1 A_SpawnItem("SparkFlare_C1",0,0,0)
  3145. TNT1 A 0 A_CustomMissile("Spark_C1",0,0,random(0,360),2,random(-158,-22))
  3146. TNT1 A 0 A_CustomMissile("Spark_C2",0,0,random(0,360),2,random(-158,-22))
  3147. TNT1 A 0 A_CustomMissile("Spark_C3",0,0,random(0,360),2,random(-158,-22))
  3148. TNT1 A 0 A_CustomMissile("Spark_C4",0,0,random(0,360),2,random(-158,-22))
  3149. TNT1 A 0 A_CustomMissile("Spark_C5",0,0,random(0,360),2,random(-158,-22))
  3150. TNT1 A 0 A_CustomMissile("Spark_C6",0,0,random(0,360),2,random(-158,-22))
  3151. TNT1 A 0 A_CustomMissile("Spark_C7",0,0,random(0,360),2,random(-158,-22))
  3152. TNT1 A 0 A_CustomMissile("Spark_C8",0,0,random(0,360),2,random(-158,-22))
  3153. TNT1 A 0 A_CustomMissile("Spark_C9",0,0,random(0,360),2,random(-158,-22))
  3154. TNT1 A 1 A_CustomMissile("Spark_C1",0,0,random(0,360),2,random(-158,-22))
  3155. TNT1 A 0 A_CustomMissile("Spark_C2",0,0,random(0,360),2,random(-158,-22))
  3156. TNT1 A 0 A_CustomMissile("Spark_C3",0,0,random(0,360),2,random(-158,-22))
  3157. TNT1 A 0 A_CustomMissile("Spark_C4",0,0,random(0,360),2,random(-158,-22))
  3158. TNT1 A 0 A_CustomMissile("Spark_C5",0,0,random(0,360),2,random(-158,-22))
  3159. TNT1 A 0 A_CustomMissile("Spark_C6",0,0,random(0,360),2,random(-158,-22))
  3160. TNT1 A 0 A_CustomMissile("Spark_C7",0,0,random(0,360),2,random(-158,-22))
  3161. TNT1 A 0 A_CustomMissile("Spark_C8",0,0,random(0,360),2,random(-158,-22))
  3162. TNT1 A 0 A_CustomMissile("Spark_C9",0,0,random(0,360),2,random(-158,-22))
  3163. Goto Inactive
  3164. Inactive:
  3165. TNT1 A 1
  3166. Loop
  3167. }
  3168. }
  3169. Actor Sparker_C_Normal : SwitchableDecoration 20013
  3170. {
  3171. //$Category Stronghold_SFX
  3172. Height 2
  3173. Radius 0
  3174. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3175. States
  3176. {
  3177. Spawn:
  3178. Active:
  3179. TNT1 A 0
  3180. TNT1 A 0 A_PlaySound("world/spark")
  3181. TNT1 A 1 A_SpawnItem("SparkFlare_C1",0,0,0)
  3182. TNT1 A 0 A_CustomMissile("Spark_C1",0,0,random(0,360),2,random(45,135))
  3183. TNT1 A 0 A_CustomMissile("Spark_C2",0,0,random(0,360),2,random(45,135))
  3184. TNT1 A 0 A_CustomMissile("Spark_C3",0,0,random(0,360),2,random(45,135))
  3185. TNT1 A 0 A_CustomMissile("Spark_C4",0,0,random(0,360),2,random(45,135))
  3186. TNT1 A 0 A_CustomMissile("Spark_C5",0,0,random(0,360),2,random(45,135))
  3187. TNT1 A 0 A_CustomMissile("Spark_C6",0,0,random(0,360),2,random(45,135))
  3188. TNT1 A 0 A_CustomMissile("Spark_C7",0,0,random(0,360),2,random(45,135))
  3189. TNT1 A 0 A_CustomMissile("Spark_C8",0,0,random(0,360),2,random(45,135))
  3190. TNT1 A 0 A_CustomMissile("Spark_C9",0,0,random(0,360),2,random(45,135))
  3191. TNT1 A 1 A_CustomMissile("Spark_C1",0,0,random(0,360),2,random(45,135))
  3192. TNT1 A 0 A_CustomMissile("Spark_C2",0,0,random(0,360),2,random(45,135))
  3193. TNT1 A 0 A_CustomMissile("Spark_C3",0,0,random(0,360),2,random(45,135))
  3194. TNT1 A 0 A_CustomMissile("Spark_C4",0,0,random(0,360),2,random(45,135))
  3195. TNT1 A 0 A_CustomMissile("Spark_C5",0,0,random(0,360),2,random(45,135))
  3196. TNT1 A 0 A_CustomMissile("Spark_C6",0,0,random(0,360),2,random(45,135))
  3197. TNT1 A 0 A_CustomMissile("Spark_C7",0,0,random(0,360),2,random(45,135))
  3198. TNT1 A 0 A_CustomMissile("Spark_C8",0,0,random(0,360),2,random(45,135))
  3199. TNT1 A 0 A_CustomMissile("Spark_C9",0,0,random(0,360),2,random(45,135))
  3200. Goto Inactive
  3201. Inactive:
  3202. TNT1 A 1
  3203. Loop
  3204. }
  3205. }
  3206. Actor Sparker_C_Up : SwitchableDecoration 20014
  3207. {
  3208. //$Category Stronghold_SFX
  3209. Height 2
  3210. Radius 0
  3211. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3212. States
  3213. {
  3214. Spawn:
  3215. Active:
  3216. TNT1 A 0
  3217. TNT1 A 0 A_PlaySound("world/spark")
  3218. TNT1 A 1 A_SpawnItem("SparkFlare_C1",0,0,0)
  3219. TNT1 A 0 A_CustomMissile("Spark_C1",0,0,random(-45,45),2,random(-45,45))
  3220. TNT1 A 0 A_CustomMissile("Spark_C2",0,0,random(-45,45),2,random(-45,45))
  3221. TNT1 A 0 A_CustomMissile("Spark_C3",0,0,random(-45,45),2,random(-45,45))
  3222. TNT1 A 0 A_CustomMissile("Spark_C4",0,0,random(-45,45),2,random(-45,45))
  3223. TNT1 A 0 A_CustomMissile("Spark_C5",0,0,random(-45,45),2,random(-45,45))
  3224. TNT1 A 0 A_CustomMissile("Spark_C6",0,0,random(-45,45),2,random(-45,45))
  3225. TNT1 A 0 A_CustomMissile("Spark_C7",0,0,random(-45,45),2,random(-45,45))
  3226. TNT1 A 0 A_CustomMissile("Spark_C8",0,0,random(-45,45),2,random(-45,45))
  3227. TNT1 A 0 A_CustomMissile("Spark_C9",0,0,random(-45,45),2,random(-45,45))
  3228. TNT1 A 1 A_CustomMissile("Spark_C1",0,0,random(-45,45),2,random(-45,45))
  3229. TNT1 A 0 A_CustomMissile("Spark_C2",0,0,random(-45,45),2,random(-45,45))
  3230. TNT1 A 0 A_CustomMissile("Spark_C3",0,0,random(-45,45),2,random(-45,45))
  3231. TNT1 A 0 A_CustomMissile("Spark_C4",0,0,random(-45,45),2,random(-45,45))
  3232. TNT1 A 0 A_CustomMissile("Spark_C5",0,0,random(-45,45),2,random(-45,45))
  3233. TNT1 A 0 A_CustomMissile("Spark_C6",0,0,random(-45,45),2,random(-45,45))
  3234. TNT1 A 0 A_CustomMissile("Spark_C7",0,0,random(-45,45),2,random(-45,45))
  3235. TNT1 A 0 A_CustomMissile("Spark_C8",0,0,random(-45,45),2,random(-45,45))
  3236. TNT1 A 0 A_CustomMissile("Spark_C9",0,0,random(-45,45),2,random(-45,45))
  3237. Goto Inactive
  3238. Inactive:
  3239. TNT1 A 1
  3240. Loop
  3241. }
  3242. }
  3243. Actor Sparker_Y_Down : SwitchableDecoration 20015
  3244. {
  3245. //$Category Stronghold_SFX
  3246. Height 2
  3247. Radius 0
  3248. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3249. States
  3250. {
  3251. Spawn:
  3252. Active:
  3253. TNT1 A 0
  3254. TNT1 A 0 A_PlaySound("world/spark")
  3255. TNT1 A 1 A_SpawnItem("SparkFlare_Y1",0,0,0)
  3256. TNT1 A 0 A_CustomMissile("Spark_Y1",0,0,random(0,360),2,random(-158,-22))
  3257. TNT1 A 0 A_CustomMissile("Spark_Y2",0,0,random(0,360),2,random(-158,-22))
  3258. TNT1 A 0 A_CustomMissile("Spark_Y3",0,0,random(0,360),2,random(-158,-22))
  3259. TNT1 A 0 A_CustomMissile("Spark_Y4",0,0,random(0,360),2,random(-158,-22))
  3260. TNT1 A 0 A_CustomMissile("Spark_Y5",0,0,random(0,360),2,random(-158,-22))
  3261. TNT1 A 0 A_CustomMissile("Spark_Y6",0,0,random(0,360),2,random(-158,-22))
  3262. TNT1 A 0 A_CustomMissile("Spark_Y7",0,0,random(0,360),2,random(-158,-22))
  3263. TNT1 A 0 A_CustomMissile("Spark_Y8",0,0,random(0,360),2,random(-158,-22))
  3264. TNT1 A 0 A_CustomMissile("Spark_Y9",0,0,random(0,360),2,random(-158,-22))
  3265. TNT1 A 1 A_CustomMissile("Spark_Y1",0,0,random(0,360),2,random(-158,-22))
  3266. TNT1 A 0 A_CustomMissile("Spark_Y2",0,0,random(0,360),2,random(-158,-22))
  3267. TNT1 A 0 A_CustomMissile("Spark_Y3",0,0,random(0,360),2,random(-158,-22))
  3268. TNT1 A 0 A_CustomMissile("Spark_Y4",0,0,random(0,360),2,random(-158,-22))
  3269. TNT1 A 0 A_CustomMissile("Spark_Y5",0,0,random(0,360),2,random(-158,-22))
  3270. TNT1 A 0 A_CustomMissile("Spark_Y6",0,0,random(0,360),2,random(-158,-22))
  3271. TNT1 A 0 A_CustomMissile("Spark_Y7",0,0,random(0,360),2,random(-158,-22))
  3272. TNT1 A 0 A_CustomMissile("Spark_Y8",0,0,random(0,360),2,random(-158,-22))
  3273. TNT1 A 0 A_CustomMissile("Spark_Y9",0,0,random(0,360),2,random(-158,-22))
  3274. Goto Inactive
  3275. Inactive:
  3276. TNT1 A 1
  3277. Loop
  3278. }
  3279. }
  3280. Actor Sparker_Y_Normal : SwitchableDecoration 20016
  3281. {
  3282. //$Category Stronghold_SFX
  3283. Height 2
  3284. Radius 0
  3285. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3286. States
  3287. {
  3288. Spawn:
  3289. Active:
  3290. TNT1 A 0
  3291. TNT1 A 0 A_PlaySound("world/spark")
  3292. TNT1 A 1 A_SpawnItem("SparkFlare_Y1",0,0,0)
  3293. TNT1 A 0 A_CustomMissile("Spark_Y1",0,0,random(0,360),2,random(45,135))
  3294. TNT1 A 0 A_CustomMissile("Spark_Y2",0,0,random(0,360),2,random(45,135))
  3295. TNT1 A 0 A_CustomMissile("Spark_Y3",0,0,random(0,360),2,random(45,135))
  3296. TNT1 A 0 A_CustomMissile("Spark_Y4",0,0,random(0,360),2,random(45,135))
  3297. TNT1 A 0 A_CustomMissile("Spark_Y5",0,0,random(0,360),2,random(45,135))
  3298. TNT1 A 0 A_CustomMissile("Spark_Y6",0,0,random(0,360),2,random(45,135))
  3299. TNT1 A 0 A_CustomMissile("Spark_Y7",0,0,random(0,360),2,random(45,135))
  3300. TNT1 A 0 A_CustomMissile("Spark_Y8",0,0,random(0,360),2,random(45,135))
  3301. TNT1 A 0 A_CustomMissile("Spark_Y9",0,0,random(0,360),2,random(45,135))
  3302. TNT1 A 1 A_CustomMissile("Spark_Y1",0,0,random(0,360),2,random(45,135))
  3303. TNT1 A 0 A_CustomMissile("Spark_Y2",0,0,random(0,360),2,random(45,135))
  3304. TNT1 A 0 A_CustomMissile("Spark_Y3",0,0,random(0,360),2,random(45,135))
  3305. TNT1 A 0 A_CustomMissile("Spark_Y4",0,0,random(0,360),2,random(45,135))
  3306. TNT1 A 0 A_CustomMissile("Spark_Y5",0,0,random(0,360),2,random(45,135))
  3307. TNT1 A 0 A_CustomMissile("Spark_Y6",0,0,random(0,360),2,random(45,135))
  3308. TNT1 A 0 A_CustomMissile("Spark_Y7",0,0,random(0,360),2,random(45,135))
  3309. TNT1 A 0 A_CustomMissile("Spark_Y8",0,0,random(0,360),2,random(45,135))
  3310. TNT1 A 0 A_CustomMissile("Spark_Y9",0,0,random(0,360),2,random(45,135))
  3311. Goto Inactive
  3312. Inactive:
  3313. TNT1 A 1
  3314. Loop
  3315. }
  3316. }
  3317. Actor Sparker_Y_Up : SwitchableDecoration 20017
  3318. {
  3319. //$Category Stronghold_SFX
  3320. Height 2
  3321. Radius 0
  3322. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3323. States
  3324. {
  3325. Spawn:
  3326. Active:
  3327. TNT1 A 0
  3328. TNT1 A 0 A_PlaySound("world/spark")
  3329. TNT1 A 1 A_SpawnItem("SparkFlare_Y1",0,0,0)
  3330. TNT1 A 0 A_CustomMissile("Spark_Y1",0,0,random(-45,45),2,random(-45,45))
  3331. TNT1 A 0 A_CustomMissile("Spark_Y2",0,0,random(-45,45),2,random(-45,45))
  3332. TNT1 A 0 A_CustomMissile("Spark_Y3",0,0,random(-45,45),2,random(-45,45))
  3333. TNT1 A 0 A_CustomMissile("Spark_Y4",0,0,random(-45,45),2,random(-45,45))
  3334. TNT1 A 0 A_CustomMissile("Spark_Y5",0,0,random(-45,45),2,random(-45,45))
  3335. TNT1 A 0 A_CustomMissile("Spark_Y6",0,0,random(-45,45),2,random(-45,45))
  3336. TNT1 A 0 A_CustomMissile("Spark_Y7",0,0,random(-45,45),2,random(-45,45))
  3337. TNT1 A 0 A_CustomMissile("Spark_Y8",0,0,random(-45,45),2,random(-45,45))
  3338. TNT1 A 0 A_CustomMissile("Spark_Y9",0,0,random(-45,45),2,random(-45,45))
  3339. TNT1 A 1 A_CustomMissile("Spark_Y1",0,0,random(-45,45),2,random(-45,45))
  3340. TNT1 A 0 A_CustomMissile("Spark_Y2",0,0,random(-45,45),2,random(-45,45))
  3341. TNT1 A 0 A_CustomMissile("Spark_Y3",0,0,random(-45,45),2,random(-45,45))
  3342. TNT1 A 0 A_CustomMissile("Spark_Y4",0,0,random(-45,45),2,random(-45,45))
  3343. TNT1 A 0 A_CustomMissile("Spark_Y5",0,0,random(-45,45),2,random(-45,45))
  3344. TNT1 A 0 A_CustomMissile("Spark_Y6",0,0,random(-45,45),2,random(-45,45))
  3345. TNT1 A 0 A_CustomMissile("Spark_Y7",0,0,random(-45,45),2,random(-45,45))
  3346. TNT1 A 0 A_CustomMissile("Spark_Y8",0,0,random(-45,45),2,random(-45,45))
  3347. TNT1 A 0 A_CustomMissile("Spark_Y9",0,0,random(-45,45),2,random(-45,45))
  3348. Goto Inactive
  3349. Inactive:
  3350. TNT1 A 1
  3351. Loop
  3352. }
  3353. }
  3354. Actor Spark_B1
  3355. {
  3356. Speed 3
  3357. Height 2
  3358. Radius 1
  3359. Mass 0
  3360. +Missile +LowGravity
  3361. RenderStyle Add
  3362. Scale 0.12
  3363. Translation "80:104=192:204","205:211=240:246","3:3=206:206"
  3364. States
  3365. {
  3366. Spawn:
  3367. SPRK A 0
  3368. SPRK A 64 Bright
  3369. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3370. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3371. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3372. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3373. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3374. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3375. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3376. Stop
  3377. Death:
  3378. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3379. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3380. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3381. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3382. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3383. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3384. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3385. Stop
  3386. }
  3387. }
  3388. Actor Spark_B2 : Spark_B1
  3389. {
  3390. Scale 0.1
  3391. }
  3392. Actor Spark_B3 : Spark_B1
  3393. {
  3394. Scale 0.08
  3395. }
  3396. Actor Spark_B4 : Spark_B1
  3397. {
  3398. Speed 2
  3399. }
  3400. Actor Spark_B5 : Spark_B1
  3401. {
  3402. Speed 2
  3403. Scale 0.1
  3404. }
  3405. Actor Spark_B6 : Spark_B1
  3406. {
  3407. Speed 2
  3408. Scale 0.08
  3409. }
  3410. Actor Spark_B7 : Spark_B1
  3411. {
  3412. Speed 1
  3413. }
  3414. Actor Spark_B8 : Spark_B1
  3415. {
  3416. Speed 1
  3417. Scale 0.1
  3418. }
  3419. Actor Spark_B9 : Spark_B1
  3420. {
  3421. Speed 1
  3422. Scale 0.08
  3423. }
  3424. Actor Spark_G1
  3425. {
  3426. Speed 3
  3427. Height 2
  3428. Radius 1
  3429. Mass 0
  3430. +Missile +LowGravity
  3431. RenderStyle Add
  3432. Scale 0.12
  3433. Translation "80:111=112:127","3:3=125:125"
  3434. States
  3435. {
  3436. Spawn:
  3437. SPRK A 0
  3438. SPRK A 64 Bright
  3439. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3440. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3441. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3442. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3443. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3444. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3445. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3446. Stop
  3447. Death:
  3448. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3449. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3450. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3451. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3452. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3453. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3454. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3455. Stop
  3456. }
  3457. }
  3458. Actor Spark_G2 : Spark_G1
  3459. {
  3460. Scale 0.1
  3461. }
  3462. Actor Spark_G3 : Spark_G1
  3463. {
  3464. Scale 0.08
  3465. }
  3466. Actor Spark_G4 : Spark_G1
  3467. {
  3468. Speed 2
  3469. }
  3470. Actor Spark_G5 : Spark_G1
  3471. {
  3472. Speed 2
  3473. Scale 0.1
  3474. }
  3475. Actor Spark_G6 : Spark_G1
  3476. {
  3477. Speed 2
  3478. Scale 0.08
  3479. }
  3480. Actor Spark_G7 : Spark_G1
  3481. {
  3482. Speed 1
  3483. }
  3484. Actor Spark_G8 : Spark_G1
  3485. {
  3486. Speed 1
  3487. Scale 0.1
  3488. }
  3489. Actor Spark_G9 : Spark_G1
  3490. {
  3491. Speed 1
  3492. Scale 0.08
  3493. }
  3494. Actor Spark_O1
  3495. {
  3496. Speed 3
  3497. Height 2
  3498. Radius 1
  3499. Mass 0
  3500. +Missile +LowGravity
  3501. RenderStyle Add
  3502. Scale 0.12
  3503. Translation "80:106=209:223","107:111=232:236","3:3=233:233"
  3504. States
  3505. {
  3506. Spawn:
  3507. SPRK A 0
  3508. SPRK A 64 Bright
  3509. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3510. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3511. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3512. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3513. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3514. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3515. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3516. Stop
  3517. Death:
  3518. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3519. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3520. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3521. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3522. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3523. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3524. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3525. Stop
  3526. }
  3527. }
  3528. Actor Spark_O2 : Spark_O1
  3529. {
  3530. Scale 0.1
  3531. }
  3532. Actor Spark_O3 : Spark_O1
  3533. {
  3534. Scale 0.08
  3535. }
  3536. Actor Spark_O4 : Spark_O1
  3537. {
  3538. Speed 2
  3539. }
  3540. Actor Spark_O5 : Spark_O1
  3541. {
  3542. Speed 2
  3543. Scale 0.1
  3544. }
  3545. Actor Spark_O6 : Spark_O1
  3546. {
  3547. Speed 2
  3548. Scale 0.08
  3549. }
  3550. Actor Spark_O7 : Spark_O1
  3551. {
  3552. Speed 1
  3553. }
  3554. Actor Spark_O8 : Spark_O1
  3555. {
  3556. Speed 1
  3557. Scale 0.1
  3558. }
  3559. Actor Spark_O9 : Spark_O1
  3560. {
  3561. Speed 1
  3562. Scale 0.08
  3563. }
  3564. Actor Spark_R1
  3565. {
  3566. Speed 3
  3567. Height 2
  3568. Radius 1
  3569. Mass 0
  3570. +Missile +LowGravity
  3571. RenderStyle Add
  3572. Scale 0.12
  3573. Translation "80:111=169:191","3:3=187:187"
  3574. States
  3575. {
  3576. Spawn:
  3577. SPRK A 0
  3578. SPRK A 64 Bright
  3579. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3580. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3581. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3582. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3583. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3584. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3585. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3586. Stop
  3587. Death:
  3588. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3589. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3590. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3591. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3592. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3593. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3594. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3595. Stop
  3596. }
  3597. }
  3598. Actor Spark_R2 : Spark_R1
  3599. {
  3600. Scale 0.1
  3601. }
  3602. Actor Spark_R3 : Spark_R1
  3603. {
  3604. Scale 0.08
  3605. }
  3606. Actor Spark_R4 : Spark_R1
  3607. {
  3608. Speed 2
  3609. }
  3610. Actor Spark_R5 : Spark_R1
  3611. {
  3612. Speed 2
  3613. Scale 0.1
  3614. }
  3615. Actor Spark_R6 : Spark_R1
  3616. {
  3617. Speed 2
  3618. Scale 0.08
  3619. }
  3620. Actor Spark_R7 : Spark_R1
  3621. {
  3622. Speed 1
  3623. }
  3624. Actor Spark_R8 : Spark_R1
  3625. {
  3626. Speed 1
  3627. Scale 0.1
  3628. }
  3629. Actor Spark_R9 : Spark_R1
  3630. {
  3631. Speed 1
  3632. Scale 0.08
  3633. }
  3634. Actor Spark_C1
  3635. {
  3636. Speed 3
  3637. Height 2
  3638. Radius 1
  3639. Mass 0
  3640. +Missile +LowGravity
  3641. RenderStyle Add
  3642. Scale 0.12
  3643. Translation "80:82=225:227","83:83=160:160","84:87=228:231","88:111=161:167","3:3=164:164"
  3644. States
  3645. {
  3646. Spawn:
  3647. SPRK A 0
  3648. SPRK A 64 Bright
  3649. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3650. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3651. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3652. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3653. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3654. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3655. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3656. Stop
  3657. Death:
  3658. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3659. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3660. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3661. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3662. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3663. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3664. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3665. Stop
  3666. }
  3667. }
  3668. Actor Spark_C2 : Spark_C1
  3669. {
  3670. Scale 0.1
  3671. }
  3672. Actor Spark_C3 : Spark_C1
  3673. {
  3674. Scale 0.08
  3675. }
  3676. Actor Spark_C4 : Spark_C1
  3677. {
  3678. Speed 2
  3679. }
  3680. Actor Spark_C5 : Spark_C1
  3681. {
  3682. Speed 2
  3683. Scale 0.1
  3684. }
  3685. Actor Spark_C6 : Spark_C1
  3686. {
  3687. Speed 2
  3688. Scale 0.08
  3689. }
  3690. Actor Spark_C7 : Spark_C1
  3691. {
  3692. Speed 1
  3693. }
  3694. Actor Spark_C8 : Spark_C1
  3695. {
  3696. Speed 1
  3697. Scale 0.1
  3698. }
  3699. Actor Spark_C9 : Spark_C1
  3700. {
  3701. Speed 1
  3702. Scale 0.08
  3703. }
  3704. Actor Spark_Y1
  3705. {
  3706. Speed 3
  3707. Height 2
  3708. Radius 1
  3709. Mass 0
  3710. +Missile +LowGravity
  3711. RenderStyle Add
  3712. Scale 0.12
  3713. Translation "80:97=225:227","98:98=160:160","99:103=228:231","104:111=161:167","3:3=161:161"
  3714. States
  3715. {
  3716. Spawn:
  3717. SPRK A 0
  3718. SPRK A 64 Bright
  3719. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3720. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3721. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3722. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3723. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3724. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3725. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3726. Stop
  3727. Death:
  3728. SPRK B 1 Bright A_SetTranslucent(.8,1)
  3729. SPRK C 1 Bright A_SetTranslucent(.7,1)
  3730. SPRK D 1 Bright A_SetTranslucent(.6,1)
  3731. SPRK E 1 Bright A_SetTranslucent(.5,1)
  3732. SPRK F 1 Bright A_SetTranslucent(.4,1)
  3733. SPRK G 1 Bright A_SetTranslucent(.3,1)
  3734. SPRK H 1 Bright A_SetTranslucent(.2,1)
  3735. Stop
  3736. }
  3737. }
  3738. Actor Spark_Y2 : Spark_Y1
  3739. {
  3740. Scale 0.1
  3741. }
  3742. Actor Spark_Y3 : Spark_Y1
  3743. {
  3744. Scale 0.08
  3745. }
  3746. Actor Spark_Y4 : Spark_Y1
  3747. {
  3748. Speed 2
  3749. }
  3750. Actor Spark_Y5 : Spark_Y1
  3751. {
  3752. Speed 2
  3753. Scale 0.1
  3754. }
  3755. Actor Spark_Y6 : Spark_Y1
  3756. {
  3757. Speed 2
  3758. Scale 0.08
  3759. }
  3760. Actor Spark_Y7 : Spark_Y1
  3761. {
  3762. Speed 1
  3763. }
  3764. Actor Spark_Y8 : Spark_Y1
  3765. {
  3766. Speed 1
  3767. Scale 0.1
  3768. }
  3769. Actor Spark_Y9 : Spark_Y1
  3770. {
  3771. Speed 1
  3772. Scale 0.08
  3773. }
  3774. Actor Steamer_Upward : SwitchableDecoration 19996
  3775. {
  3776. //$Category Stronghold_SFX
  3777. Height 2
  3778. Radius 0
  3779. Mass 0
  3780. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3781. States
  3782. {
  3783. Spawn:
  3784. Active:
  3785. TNT1 A 0
  3786. TNT1 A 0 A_Jump(192,2)
  3787. TNT1 A 1 A_CustomMissile("Steam1",0,0,random(0,360),2,random(85,95))
  3788. Loop
  3789. TNT1 A 0 A_Jump(160,2)
  3790. TNT1 A 1 A_CustomMissile("Steam2",0,0,random(0,360),2,random(85,95))
  3791. Loop
  3792. TNT1 A 0 A_Jump(128,2)
  3793. TNT1 A 1 A_CustomMissile("Steam3",0,0,random(0,360),2,random(85,95))
  3794. Loop
  3795. TNT1 A 0 A_Jump(96,2)
  3796. TNT1 A 1 A_CustomMissile("Steam4",0,0,random(0,360),2,random(85,95))
  3797. Loop
  3798. TNT1 A 1 A_CustomMissile("Steam5",0,0,random(0,360),2,random(85,95))
  3799. Loop
  3800. Inactive:
  3801. TNT1 A 1
  3802. Loop
  3803. }
  3804. }
  3805. Actor Steamer_Forward : SwitchableDecoration 19997
  3806. {
  3807. //$Category Stronghold_SFX
  3808. Height 2
  3809. Radius 0
  3810. Mass 0
  3811. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3812. States
  3813. {
  3814. Spawn:
  3815. Active:
  3816. TNT1 A 0
  3817. TNT1 A 0 A_Jump(192,2)
  3818. TNT1 A 1 A_CustomMissile("Steam1",0,0,random(-5,5),2,random(175,185))
  3819. Loop
  3820. TNT1 A 0 A_Jump(160,2)
  3821. TNT1 A 1 A_CustomMissile("Steam2",0,0,random(-5,5),2,random(175,185))
  3822. Loop
  3823. TNT1 A 0 A_Jump(128,2)
  3824. TNT1 A 1 A_CustomMissile("Steam3",0,0,random(-5,5),2,random(175,185))
  3825. Loop
  3826. TNT1 A 0 A_Jump(96,2)
  3827. TNT1 A 1 A_CustomMissile("Steam4",0,0,random(-5,5),2,random(175,185))
  3828. Loop
  3829. TNT1 A 1 A_CustomMissile("Steam5",0,0,random(-5,5),2,random(175,185))
  3830. Loop
  3831. Inactive:
  3832. TNT1 A 1
  3833. Loop
  3834. }
  3835. }
  3836. Actor Steamer_Downward : SwitchableDecoration 19998
  3837. {
  3838. //$Category Stronghold_SFX
  3839. Height 2
  3840. Radius 0
  3841. Mass 0
  3842. +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
  3843. States
  3844. {
  3845. Spawn:
  3846. Active:
  3847. TNT1 A 0
  3848. TNT1 A 0 A_Jump(192,2)
  3849. TNT1 A 1 A_CustomMissile("Steam1",-8,0,random(0,360),2,random(-95,-85))
  3850. Loop
  3851. TNT1 A 0 A_Jump(160,2)
  3852. TNT1 A 1 A_CustomMissile("Steam2",-8,0,random(0,360),2,random(-95,-85))
  3853. Loop
  3854. TNT1 A 0 A_Jump(128,2)
  3855. TNT1 A 1 A_CustomMissile("Steam3",-8,0,random(0,360),2,random(-95,-85))
  3856. Loop
  3857. TNT1 A 0 A_Jump(96,2)
  3858. TNT1 A 1 A_CustomMissile("Steam4",-8,0,random(0,360),2,random(-95,-85))
  3859. Loop
  3860. TNT1 A 1 A_CustomMissile("Steam5",-8,0,random(0,360),2,random(-95,-85))
  3861. Loop
  3862. Inactive:
  3863. TNT1 A 1
  3864. Loop
  3865. }
  3866. }
  3867. Actor Steam1
  3868. {
  3869. Height 2
  3870. Radius 1
  3871. Speed 4
  3872. +Missile +NoGravity +NoClip +NoInteraction -Solid
  3873. RenderStyle Add
  3874. Scale 0.5
  3875. Alpha 0.65
  3876. States
  3877. {
  3878. Spawn:
  3879. STEM A 2 A_SetTranslucent(0.6,1)
  3880. STEM B 2 A_SetTranslucent(0.55,1)
  3881. STEM C 2 A_SetTranslucent(0.5,1)
  3882. STEM D 2 A_SetTranslucent(0.45,1)
  3883. STEM E 2 A_SetTranslucent(0.4,1)
  3884. STEM F 2 A_SetTranslucent(0.35,1)
  3885. STEM G 2 A_SetTranslucent(0.3,1)
  3886. STEM H 2 A_SetTranslucent(0.25,1)
  3887. STEM I 2 A_SetTranslucent(0.2,1)
  3888. STEM J 2 A_SetTranslucent(0.15,1)
  3889. STEM K 2 A_SetTranslucent(0.1,1)
  3890. STEM L 2 A_SetTranslucent(0.05,1)
  3891. Stop
  3892. }
  3893. }
  3894. Actor Steam2 : Steam1
  3895. {
  3896. Scale 0.45
  3897. }
  3898. Actor Steam3 : Steam1
  3899. {
  3900. Scale 0.4
  3901. }
  3902. Actor Steam4 : Steam1
  3903. {
  3904. Scale 0.35
  3905. }
  3906. Actor Steam5 : Steam1
  3907. {
  3908. Scale 0.3
  3909. }
  3910. ///////////////////////////////////////////////////////
  3911. ////////////////// VEGETATION & TREES /////////////////
  3912. ///////////////////////////////////////////////////////
  3913. actor Large_Palm1 21900
  3914. {
  3915. //$Category Stronghold_Vegetation
  3916. radius 16
  3917. height 160
  3918. +SOLID
  3919. states
  3920. {
  3921. Spawn:
  3922. BTRA A -1
  3923. stop
  3924. }
  3925. }
  3926. actor Large_Tree2 21901
  3927. {
  3928. //$Category Stronghold_Vegetation
  3929. radius 32
  3930. height 128
  3931. +SOLID
  3932. states
  3933. {
  3934. Spawn:
  3935. BTRB A -1
  3936. stop
  3937. }
  3938. }
  3939. actor Medium_Tree5 21903
  3940. {
  3941. //$Category Stronghold_Vegetation
  3942. radius 16
  3943. height 128
  3944. +SOLID
  3945. states
  3946. {
  3947. Spawn:
  3948. BTRC A -1
  3949. stop
  3950. }
  3951. }
  3952. actor Medium_Tree2 21904
  3953. {
  3954. //$Category Stronghold_Vegetation
  3955. radius 16
  3956. height 128
  3957. +SOLID
  3958. states
  3959. {
  3960. Spawn:
  3961. BTRD A -1
  3962. stop
  3963. }
  3964. }
  3965. actor Medium_Tree1 21905
  3966. {
  3967. //$Category Stronghold_Vegetation
  3968. radius 16
  3969. height 128
  3970. +SOLID
  3971. states
  3972. {
  3973. Spawn:
  3974. BTRE A -1
  3975. stop
  3976. }
  3977. }
  3978. actor Large_Tree3 21906
  3979. {
  3980. //$Category Stronghold_Vegetation
  3981. radius 32
  3982. height 128
  3983. +SOLID
  3984. states
  3985. {
  3986. Spawn:
  3987. BTRF A -1
  3988. stop
  3989. }
  3990. }
  3991. actor Small_Bush1 21907
  3992. {
  3993. //$Category Stronghold_Vegetation
  3994. radius 16
  3995. height 16
  3996. states
  3997. {
  3998. Spawn:
  3999. BTRG A -1
  4000. stop
  4001. }
  4002. }
  4003. actor Small_Bush2 21908
  4004. {
  4005. //$Category Stronghold_Vegetation
  4006. radius 16
  4007. height 16
  4008. states
  4009. {
  4010. Spawn:
  4011. BTRH A -1
  4012. stop
  4013. }
  4014. }
  4015. actor Small_Grass1 21909
  4016. {
  4017. //$Category Stronghold_Vegetation
  4018. radius 16
  4019. height 16
  4020. states
  4021. {
  4022. Spawn:
  4023. BTRI A -1
  4024. stop
  4025. }
  4026. }
  4027. actor Small_Grass2 21910
  4028. {
  4029. //$Category Stronghold_Vegetation
  4030. radius 16
  4031. height 16
  4032. states
  4033. {
  4034. Spawn:
  4035. BTRJ A -1
  4036. stop
  4037. }
  4038. }
  4039. actor Large_Bush1 21911
  4040. {
  4041. //$Category Stronghold_Vegetation
  4042. radius 16
  4043. height 16
  4044. states
  4045. {
  4046. Spawn:
  4047. BTRK A -1
  4048. stop
  4049. }
  4050. }
  4051. actor Large_Palm2 21912
  4052. {
  4053. //$Category Stronghold_Vegetation
  4054. radius 16
  4055. height 160
  4056. +SOLID
  4057. states
  4058. {
  4059. Spawn:
  4060. BTRL Y -1
  4061. stop
  4062. }
  4063. }
  4064. actor Medium_Tree4 21913
  4065. {
  4066. //$Category Stronghold_Vegetation
  4067. radius 32
  4068. height 160
  4069. +SOLID
  4070. states
  4071. {
  4072. Spawn:
  4073. BTRM A -1
  4074. stop
  4075. }
  4076. }
  4077. actor Medium_Tree3 21914
  4078. {
  4079. //$Category Stronghold_Vegetation
  4080. radius 32
  4081. height 160
  4082. +SOLID
  4083. states
  4084. {
  4085. Spawn:
  4086. BTRN A -1
  4087. stop
  4088. }
  4089. }
  4090. ACTOR YellowTorch : FXYellowTorch 5300
  4091. {
  4092. //$Category Stronghold_LightSources
  4093. }
  4094. ACTOR PurpleTorch : FXPurpleTorch 5250
  4095. {
  4096. //$Category Stronghold_LightSources
  4097. }
  4098. ACTOR BloodTorch : FXBloodTorch 5251
  4099. {
  4100. //$Category Stronghold_LightSources
  4101. }
  4102. ACTOR CyanTorch : FXCyanTorch 5252
  4103. {
  4104. //$Category Stronghold_LightSources
  4105. }
  4106. ACTOR WhiteTorch : FXWhiteTorch 5301
  4107. {
  4108. //$Category Stronghold_LightSources
  4109. }
  4110. ACTOR BlackTorch : RedTorch 5302
  4111. {
  4112. //$Category Stronghold_LightSources
  4113. States
  4114. {
  4115. Spawn:
  4116. TDRK ABCD 4 Bright
  4117. Loop
  4118. }
  4119. }
  4120. ACTOR TorchStick : RedTorch 5303
  4121. {
  4122. //$Category Stronghold_LightSources
  4123. States
  4124. {
  4125. Spawn:
  4126. TBLX A -1
  4127. Loop
  4128. }
  4129. }
  4130. ACTOR YellowFirestick : FXShortYellowTorch 5304{}
  4131. ACTOR WhiteFirestick : FXShortWhiteTorch 5305{}
  4132. ACTOR BloodFirestick : FXShortBloodTorch 5254{}
  4133. ACTOR CyanFirestick : FXShortCyanTorch 5255{}
  4134. ACTOR PurpleFirestick : FXShortPurpleTorch 5256{}
  4135. ACTOR Stick : ShortRedTorch 5307
  4136. {
  4137. //$Category Stronghold_LightSources
  4138. States
  4139. {
  4140. Spawn:
  4141. SMRX A -1
  4142. Loop
  4143. }
  4144. }
  4145. ACTOR RedWallTorch : FXRedWallTorch 5308{}
  4146. ACTOR BlueWallTorch : FXBlueWallTorch 5309{}
  4147. ACTOR GreenWallTorch : FXGreenWallTorch 5310{}
  4148. ACTOR YellowWallTorch : FXYellowWallTorch 5311{}
  4149. ACTOR WhiteWallTorch : FXWhiteWallTorch 5312{}
  4150. ACTOR PurpleWallTorch : FXPurpleWallTorch 5313{}
  4151. ACTOR BloodRedWallTorch : FXBloodRedWallTorch 5613{}
  4152. Actor RedCandle : Candlestick 5314
  4153. {
  4154. //$Category Stronghold_LightSources
  4155. States
  4156. {
  4157. Spawn:
  4158. CANR A -1 Bright
  4159. Loop
  4160. }
  4161. }
  4162. actor Cactus2 5349
  4163. {
  4164. //$Category Stronghold_Vegetation
  4165. Radius 48
  4166. Height 136
  4167. states
  4168. {
  4169. Spawn:
  4170. CTS1 A -1
  4171. Stop
  4172. }
  4173. }
  4174. // For STR12
  4175. actor Cactus3 5350
  4176. {
  4177. //$Category Stronghold_Vegetation
  4178. radius 36
  4179. height 72
  4180. states
  4181. {
  4182. Spawn:
  4183. CTS2 A -1
  4184. stop
  4185. }
  4186. }
  4187. actor Cactus4 5351
  4188. {
  4189. //$Category Stronghold_Vegetation
  4190. radius 36
  4191. height 64
  4192. states
  4193. {
  4194. Spawn:
  4195. CTS3 A -1
  4196. stop
  4197. }
  4198. }
  4199. Actor BlueCandle : Candlestick 5315
  4200. {
  4201. //$Category Stronghold_LightSources
  4202. States
  4203. {
  4204. Spawn:
  4205. CANB A -1 Bright
  4206. Loop
  4207. }
  4208. }
  4209. Actor GreenCandle : Candlestick 5316
  4210. {
  4211. //$Category Stronghold_LightSources
  4212. States
  4213. {
  4214. Spawn:
  4215. CANG A -1 Bright
  4216. Loop
  4217. }
  4218. }
  4219. Actor BlackCandle : Candlestick 5317
  4220. {
  4221. //$Category Stronghold_LightSources
  4222. States
  4223. {
  4224. Spawn:
  4225. CANE A -1 Bright
  4226. Loop
  4227. }
  4228. }
  4229. Actor WhiteCandle : Candlestick 5318
  4230. {
  4231. //$Category Stronghold_LightSources
  4232. States
  4233. {
  4234. Spawn:
  4235. CANW A -1 Bright
  4236. Loop
  4237. }
  4238. }
  4239. Actor Candlera : BloodyTwitch 5319
  4240. {
  4241. //$Category Stronghold_LightSources
  4242. Height 64
  4243. Radius 16
  4244. States
  4245. {
  4246. Spawn:
  4247. CDLR ABC 4 Bright
  4248. Loop
  4249. }
  4250. }
  4251. Actor CandleraNoFire : Candlera 5320
  4252. {
  4253. //$Category Stronghold_LightSources
  4254. States
  4255. {
  4256. Spawn:
  4257. CDLR D -1
  4258. Loop
  4259. }
  4260. }
  4261. //Obstacles
  4262. ACTOR Cave_Pillar : TallGreenColumn 5324
  4263. {
  4264. //$Category Stronghold_Decoration
  4265. Height 128
  4266. Radius 20
  4267. States
  4268. {
  4269. Spawn:
  4270. CSMT A -1
  4271. Loop
  4272. }
  4273. }
  4274. ACTOR Cave_Stump1 : TallGreenColumn 5325
  4275. {
  4276. //$Category Stronghold_Decoration
  4277. Height 70
  4278. Radius 20
  4279. States
  4280. {
  4281. Spawn:
  4282. CSMT B -1
  4283. Loop
  4284. }
  4285. }
  4286. ACTOR Cave_Stump2 : TallGreenColumn 5326
  4287. {
  4288. //$Category Stronghold_Decoration
  4289. Height 56
  4290. Radius 20
  4291. States
  4292. {
  4293. Spawn:
  4294. CSMT C -1
  4295. Loop
  4296. }
  4297. }
  4298. ACTOR Cave_Stump3 : TallGreenColumn 5327
  4299. {
  4300. //$Category Stronghold_Decoration
  4301. Height 44
  4302. Radius 20
  4303. States
  4304. {
  4305. Spawn:
  4306. CSMT D -1
  4307. Loop
  4308. }
  4309. }
  4310. ACTOR Cave_HungStump1 : BloodyTwitch 5328
  4311. {
  4312. //$Category Stronghold_Decoration
  4313. Height 56
  4314. Radius 20
  4315. +CEILINGHUGGER
  4316. +SPAWNCEILING
  4317. States
  4318. {
  4319. Spawn:
  4320. CSMT E -1
  4321. Loop
  4322. }
  4323. }
  4324. ACTOR Cave_HungStump2 : Cave_HungStump1 5329
  4325. {
  4326. //$Category Stronghold_Decoration
  4327. States
  4328. {
  4329. Spawn:
  4330. CSMT F -1
  4331. Loop
  4332. }
  4333. }
  4334. ACTOR Cave_HungStump3 : Cave_HungStump1 5330
  4335. {
  4336. //$Category Stronghold_Decoration
  4337. Height 44
  4338. Radius 20
  4339. States
  4340. {
  4341. Spawn:
  4342. CSMT G -1
  4343. Loop
  4344. }
  4345. }
  4346. actor City_StreetLight 5340
  4347. {
  4348. //$Category Stronghold_Decoration
  4349. radius 16
  4350. height 128
  4351. states
  4352. {
  4353. Spawn:
  4354. ELEC Z -1
  4355. stop
  4356. }
  4357. }
  4358. actor DeadTree 5341
  4359. {
  4360. //$Category Stronghold_Vegetation
  4361. radius 32
  4362. height 128
  4363. states
  4364. {
  4365. Spawn:
  4366. TREE K -1
  4367. stop
  4368. }
  4369. }
  4370. actor Cactus 5342
  4371. {
  4372. //$Category Stronghold_Vegetation
  4373. scale 0.8
  4374. radius 16
  4375. height 128
  4376. states
  4377. {
  4378. Spawn:
  4379. TREE M -1
  4380. stop
  4381. }
  4382. }
  4383. actor City_Hydrant 5343
  4384. {
  4385. //$Category Stronghold_Decoration
  4386. radius 16
  4387. height 32
  4388. states
  4389. {
  4390. Spawn:
  4391. UHDR A -1
  4392. stop
  4393. }
  4394. }
  4395. actor Misc_Cocktail 5344
  4396. {
  4397. //$Category Stronghold_Decoration
  4398. scale 0.5
  4399. radius 1
  4400. height 1
  4401. states
  4402. {
  4403. Spawn:
  4404. UKTC C -1
  4405. stop
  4406. }
  4407. }
  4408. actor Misc_Bottle1 5345
  4409. {
  4410. //$Category Stronghold_Decoration
  4411. scale 0.5
  4412. radius 1
  4413. height 1
  4414. states
  4415. {
  4416. Spawn:
  4417. UKTC D -1
  4418. stop
  4419. }
  4420. }
  4421. actor Misc_Bottle2 5346
  4422. {
  4423. //$Category Stronghold_Decoration
  4424. scale 0.5
  4425. radius 1
  4426. height 1
  4427. states
  4428. {
  4429. Spawn:
  4430. UKTC E -1
  4431. stop
  4432. }
  4433. }
  4434. actor City_Trash 5347
  4435. {
  4436. //$Category Stronghold_Decoration
  4437. scale 0.75
  4438. radius 16
  4439. height 32
  4440. states
  4441. {
  4442. Spawn:
  4443. UTRS A -1
  4444. stop
  4445. }
  4446. }
  4447. actor Misc_LampDesk 5348
  4448. {
  4449. //$Category Stronghold_Decoration
  4450. scale 0.75
  4451. radius 16
  4452. height 32
  4453. states
  4454. {
  4455. Spawn:
  4456. NJEX A -1
  4457. stop
  4458. }
  4459. }
  4460. ///////////////////////////////////////////////////////////////////////////////////////////
  4461. /////////////////////// POWER CORE ////////////////////////////////////////////////////////
  4462. ///////////////////////////////////////////////////////////////////////////////////////////
  4463. actor PowerCore 21234
  4464. {
  4465. DamageFactor "MarineAlly",0
  4466. DamageFactor "BossFactor",0
  4467. DamageFactor "BFGSplash",0
  4468. DamageFactor "Stunner",0
  4469. DamageFactor "STBoss",0.015
  4470. DamageFactor "STBossFactor",0.1
  4471. DamageFactor "Animate",0
  4472. DamageFactor "Cyber2Factor",0.25
  4473. DamageFactor "Normal",0.4
  4474. DamageFactor "Lightning",0.5
  4475. DamageFactor "Fire",0.5
  4476. DamageFactor "RedBlast",0.5
  4477. DamageFactor "OvermindFactor",0.25
  4478. //$Category Stronghold
  4479. damagefactor "corefriendly",0
  4480. damagefactor "massacre",0
  4481. radius 24
  4482. height 128
  4483. mass 0x7FFFFFFF
  4484. painchance 255
  4485. deathsound "world/barrelx"
  4486. +SOLID
  4487. +SHOOTABLE
  4488. +ISMONSTER
  4489. +FRIENDLY
  4490. +NOBLOOD
  4491. +DONTGIB
  4492. states
  4493. {
  4494. Spawn:
  4495. SECG ABCD 6
  4496. SECG A 0 A_JumpIfHealthLower(666,"Spawn_66")
  4497. loop
  4498. Pain:
  4499. SECG A 0 A_JumpIfHealthLower(333,"Spawn_33")
  4500. SECG A 0 A_JumpIfHealthLower(666,"Spawn_66")
  4501. SECO A 0 ACS_Execute(929,0,1)
  4502. goto Spawn
  4503. Spawn_66:
  4504. SECY A 0 ACS_Execute(929,0,2)
  4505. SECY ABCD 6
  4506. SECY A 0 A_JumpIfHealthLower(333,"Spawn_33")
  4507. goto "Spawn_66"+1
  4508. Spawn_33:
  4509. SECR A 0 ACS_Execute(929,0,3)
  4510. SECR ABCD 6
  4511. goto "Spawn_33"+1
  4512. Death:
  4513. SECR E 0 ACS_ExecuteAlways(929,0,4)
  4514. SECR E 6 A_Scream
  4515. SECR FGHJKLMNO 6
  4516. SECR P -1
  4517. stop
  4518. }
  4519. }
  4520. //////////////////////////////////////
  4521. // Overmind Core /////////////////////
  4522. // Used in STR21 /////////////////////
  4523. //////////////////////////////////////
  4524. Actor OvermindCore 29952
  4525. {
  4526. //$Category Stronghold
  4527. +Solid
  4528. +Shootable
  4529. +Friendly
  4530. +IsMonster
  4531. +NoBlood
  4532. Radius 24
  4533. height 80
  4534. mass 0x7FFFFFFF
  4535. translation 2
  4536. damagefactor "corefriendly",0
  4537. damagefactor "massacre",0
  4538. damagefactor "overmindfactor",10
  4539. DeathSound "weapons/rocklx"
  4540. DamageFactor "MarineAlly",0
  4541. DamageFactor "CoreFriendly",0
  4542. DamageFactor "BossFactor",0
  4543. DamageFactor "BFGSplash",0
  4544. DamageFactor "Stunner",0
  4545. Health 50000
  4546. States
  4547. {
  4548. Spawn:
  4549. ZECR ABCD 4
  4550. loop
  4551. Death:
  4552. TNT1 A 0 A_Scream
  4553. MISL BCD 3 Bright
  4554. stop
  4555. }
  4556. }
  4557. //////////////////////////////////////
  4558. // Odd Grass /////////////////////
  4559. // Used in STR33 /////////////////////
  4560. //////////////////////////////////////
  4561. ACTOR Oddgrass1 8585
  4562. {
  4563. //$Category Stronghold_Vegetation
  4564. States
  4565. {
  4566. Spawn:
  4567. OGR1 A -1
  4568. Stop
  4569. }
  4570. }
  4571. ACTOR Oddgrass2 8586
  4572. {
  4573. //$Category Stronghold_Vegetation
  4574. States
  4575. {
  4576. Spawn:
  4577. OGR2 A -1
  4578. Stop
  4579. }
  4580. }
  4581. ACTOR Oddgrass3 8587
  4582. {
  4583. //$Category Stronghold_Vegetation
  4584. States
  4585. {
  4586. Spawn:
  4587. OGR3 A -1
  4588. Stop
  4589. }
  4590. }
  4591. ACTOR Oddgrass4 8588
  4592. {
  4593. //$Category Stronghold_Vegetation
  4594. States
  4595. {
  4596. Spawn:
  4597. OGR4 A -1
  4598. Stop
  4599. }
  4600. }
  4601. ///////////////////////////////////////
  4602. // ALARM ACTOR ////////////////////////
  4603. ///////////////////////////////////////
  4604. actor AlarmSounder 21235
  4605. {
  4606. //$Category Stronghold
  4607. +NOBLOCKMAP
  4608. +FRIENDLY
  4609. states
  4610. {
  4611. Spawn:
  4612. TNT1 A 1 A_LookEx(LOF_NOSOUNDCHECK,0,192,0,360,"See")
  4613. Loop
  4614. See:
  4615. TNT1 A 56 A_PlaySound("AMB16",CHAN_AUTO,1,0,ATTN_NONE)
  4616. goto spawn
  4617. }
  4618. }
  4619. ////////////////
  4620. // UTNT COMET //
  4621. ////////////////
  4622. Actor CometLarge_Enhanced
  4623. {
  4624. Radius 6
  4625. Height 8
  4626. Speed 10
  4627. Damage 5
  4628. PROJECTILE
  4629. SeeSound "comet/launch"
  4630. DeathSound "comet/explosion"
  4631. States
  4632. {
  4633. Spawn:
  4634. COMT AAAABBBBCCCC 1 Bright LIGHT("Comet") A_SpawnItemEx("CometFire_Orange",Random(-2,2),Random(-2,2),Random(-2,2))
  4635. Loop
  4636. Death:
  4637. COMT D 3 Bright LIGHT("CometX_1")
  4638. COMT E 3 Bright LIGHT("CometX_2") A_Explode(40,80)
  4639. COMT FGHI 3 Bright
  4640. Stop
  4641. }
  4642. }
  4643. Actor CometLarge_Enhanced_NoDmg : CometLarge_Enhanced
  4644. {
  4645. +CLIENTSIDEONLY
  4646. Damage 0
  4647. States
  4648. {
  4649. Death:
  4650. COMT D 3 Bright LIGHT("CometX_1")
  4651. COMT E 3 Bright LIGHT("CometX_2")
  4652. COMT FGHI 3 Bright
  4653. Stop
  4654. }
  4655. }
  4656. Actor CometSpawner_512 23373
  4657. {
  4658. //$Category Stronghold_Weather
  4659. +NoBlockMap
  4660. +NoGravity
  4661. +NoInteraction
  4662. +NoClip
  4663. +CLIENTSIDEONLY
  4664. +SPAWNCEILING
  4665. Radius 3
  4666. Height 3
  4667. States
  4668. {
  4669. Spawn:
  4670. TNT1 A 0
  4671. TNT1 A 16 A_SpawnItemEx("CometLarge_Enhanced_NoDmg",random(512,-512),random(512,-512),-8,random(6,18),0,random(-6,-18),0,0,160)
  4672. loop
  4673. }
  4674. }
  4675. Actor CometFire_Orange
  4676. {
  4677. +CLIENTSIDEONLY
  4678. +Missile
  4679. +NoGravity
  4680. +NoBlockmap
  4681. Radius 0
  4682. Height 0
  4683. RenderStyle Add
  4684. Scale 1.6
  4685. States
  4686. {
  4687. Spawn:
  4688. TNT1 A 0
  4689. TNT1 A 0 ThrustThingZ(0,Random(2,4),0,0)
  4690. FORA AAABBCDEEEEEEEEEEEEEEEE 1 A_FadeOut(0.04)
  4691. Stop
  4692. }
  4693. }
  4694. ///////////////////////////////////////////
  4695. /////////////Final maps stuff//////////////
  4696. ///////////////////////////////////////////
  4697. Actor IWantToKickAss : CustomInventory
  4698. {
  4699. States
  4700. {
  4701. Pickup:
  4702. TNT1 A 0 ACS_Execute(900,0)
  4703. Stop
  4704. }
  4705. }
  4706. Actor IWantToGoRestock : Inventory { }
  4707. Actor AllTiersCompleted : Inventory { }
  4708. // Includes
  4709. #include "actors/dec_player.txt"
  4710. #include "actors/dec_weapons.txt"
  4711. #include "actors/dec_item.txt"
  4712. #include "actors/monsters/doom.txt"
  4713. #include "actors/monsters/bruiserdemon.txt"
  4714. #include "actors/monsters/archonofhell.txt"
  4715. #include "actors/monsters/azazel.txt"
  4716. #include "actors/monsters/blooddemon.txt"
  4717. #include "actors/monsters/catharsi.txt"
  4718. #include "actors/monsters/cybruiser.txt"
  4719. #include "actors/monsters/demolisher.txt"
  4720. #include "actors/monsters/diabolist.txt"
  4721. #include "actors/monsters/dunewarrior.txt"
  4722. #include "actors/monsters/enhcaco.txt"
  4723. #include "actors/monsters/fusionspider.txt"
  4724. #include "actors/monsters/gcube.txt"
  4725. #include "actors/monsters/hectebus.txt"
  4726. #include "actors/monsters/helemental.txt"
  4727. #include "actors/monsters/hellion.txt"
  4728. #include "actors/monsters/hellwarrior.txt"
  4729. #include "actors/monsters/shadow.txt"
  4730. #include "actors/monsters/rockettrooper.txt"
  4731. #include "actors/monsters/suicide.txt"
  4732. #include "actors/monsters/nightmarecaco.txt"
  4733. #include "actors/monsters/nightmaredemon.txt"
  4734. #include "actors/monsters/pyrodemon.txt"
  4735. #include "actors/monsters/overmind.txt"
  4736. #include "actors/monsters/terminator.txt"
  4737. #include "actors/monsters/ztank.txt"
  4738. #include "actors/monsters/wicked.txt"
  4739. #include "actors/monsters/phaseimp.txt"
  4740. #include "actors/monsters/bigboss.txt"
  4741. #include "actors/monsters/moloch.txt"
  4742. #include "actors/monsters/infernodemon.txt"
  4743. #include "actors/monsters/satyr.txt"
  4744. #include "actors/monsters/plasmazombie.txt"
  4745. #include "actors/dec_morp.txt"
  4746. #include "actors/nashgore.txt"
  4747. #include "actors/critters.txt"
  4748. #include "actors/holo.txt"
  4749. #include "actors/npcs.txt"
  4750. #include "actors/models.txt"
  4751. #include "actors/duke3d.txt"
  4752. #include "actors/cityofsilence.txt"
  4753. #include "actors/disco.txt"
  4754. #include "actors/exclamation.txt"
  4755. #include "actors/scoreboard.txt"
  4756. #include "actors/skybeams.txt"
  4757. #include "actors/splashes.txt"
  4758. #include "actors/hudstuff.txt"